Compare commits

...

3 Commits

Author SHA1 Message Date
njh
3b14573eff merege 2026-02-10 22:18:28 +09:00
njh
ced34a07a4 [방소연] AI 온도 제어 기능 추가 2026-02-10 22:14:01 +09:00
njh
0003d67fc0 [방소연] injector animator 추가 2026-02-10 21:17:58 +09:00
18 changed files with 617 additions and 2000 deletions

View File

@@ -0,0 +1,4 @@
{
"URL": "localhost",
"PORT": "9001"
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 91fc4a761c19e744c85a7c34d371b133
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,589 +0,0 @@
Shader "CTI/URP LOD Bark"
{
Properties
{
[Header(Surface Options)]
[Space(8)]
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
[Space(8)]
[Toggle(_NORMALINDEPTHNORMALPASS)]
_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
[Toggle(_RECEIVEDECALS)]
_ReceiveDecals ("Receive Decals", Float) = 0.0
[Header(Surface Inputs)]
[Space(8)]
_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
[Space(8)]
[NoScaleOffset] _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
[Space(8)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal (AG) Occlusion (B) Map", Float) = 1.0
[NoScaleOffset]
_BumpOcclusionMap (" Normal (AG) Occlusion (B)", 2D) = "white" {}
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 1.0
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
[Header(Wind)]
[Space(8)]
[CTI_URPWindDrawer]
_BaseWindMultipliers ("Main (X) Branch (Y) Flutter (Z)", Vector) = (1,1,1,0)
[Space(8)]
_WindVariation ("Wind Variation", Range(0.0, 0.05)) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
// Do NOT define this as otherwise baked shadows will fail
// [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"Queue"="Geometry"
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"DisableBatching" = "LODFading"
"IgnoreProjector" = "True"
"ShaderModel"="4.5"
}
LOD 300
// Base -----------------------------------------------------
Pass
{
Name "ForwardLit"
Tags {"LightMode" = "UniversalForward"}
ZWrite On
Cull Back
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _NORMALIZEBRANCH
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _RECEIVEDECALS
#define CTIBARK
#define _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma instancing_options renderinglayer
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark ForwardLit Pass.hlsl"
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALIZEBRANCH
#define CTIBARK
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTIBARK
#define SHADOWSONLYPASS
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark ShadowCaster Pass.hlsl"
ENDHLSL
}
// GBuffer -----------------------------------------------------
Pass
{
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
ZWrite On
ZTest LEqual
Cull Back
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _RECEIVEDECALS
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#define _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma instancing_options renderinglayer
//#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTIBARK
#pragma vertex LitGBufferPassVertex
#pragma fragment LitGBufferPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark GBuffer Pass.hlsl"
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags {"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Back
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALIZEBRANCH
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTIBARK
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark DepthOnly Pass.hlsl"
ENDHLSL
}
// Depth Normal -----------------------------------------------------
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull Back
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALIZEBRANCH
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTIBARK
#define DEPTHNORMALPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark DepthNormal Pass.hlsl"
ENDHLSL
}
// Meta -----------------------------------------------------
Pass
{
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
#define _SPECULAR_SETUP
#define CTIBARK
#define BARKMETA
#pragma shader_feature _SPECGLOSSMAP
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark SurfaceData.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
// ---------------------------------------------------------
SubShader
{
Tags
{
"Queue"="Geometry"
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"DisableBatching" = "LODFading"
"IgnoreProjector" = "True"
"ShaderModel"="2.0"
}
LOD 300
// Base -----------------------------------------------------
Pass
{
Name "ForwardLit"
Tags {"LightMode" = "UniversalForward"}
ZWrite On
Cull Back
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _NORMALIZEBRANCH
#pragma shader_feature_local_fragment _RECEIVEDECALS
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#define CTIBARK
#define _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma instancing_options renderinglayer
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark ForwardLit Pass.hlsl"
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
ColorMask 0
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALIZEBRANCH
#define CTIBARK
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTIBARK
#define SHADOWSONLYPASS
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark ShadowCaster Pass.hlsl"
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags {"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Back
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALIZEBRANCH
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTIBARK
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark DepthOnly Pass.hlsl"
ENDHLSL
}
// Depth Normal -----------------------------------------------------
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull Back
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALIZEBRANCH
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTIBARK
#define DEPTHNORMALPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark DepthNormal Pass.hlsl"
ENDHLSL
}
// Meta -----------------------------------------------------
Pass
{
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
#define _SPECULAR_SETUP
#define CTIBARK
#define BARKMETA
#pragma shader_feature _SPECGLOSSMAP
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Bark SurfaceData.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
CustomEditor "CTI_URP_ShaderGUI"
FallBack "Hidden/InternalErrorShader"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 8a891dcd5cbbbc04788f800d4370c2d9
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,552 +0,0 @@
Shader "CTI/URP Billboard"
{
Properties
{
[Header(Surface Options)]
[Space(8)]
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
[Enum(Off,0,On,1)] _Coverage ("Alpha To Coverage", Float) = 0
[Toggle(_NORMALINDEPTHNORMALPASS)]
_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
[Space(8)]
[KeywordEnum(Standard, Transmission)]
_GbufferLighting ("Gbuffer Lighting", Float) = 0
[Toggle(_SAMPLE_LIGHT_COOKIES)]
_ApplyCookiesForTransmission (" Enable Cookies for Transmission", Float) = 0.0
[Header(Surface Inputs)]
[Space(8)]
_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
[NoScaleOffset] _BaseMap ("Albedo (RGB) Smoothness (A)", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_AlphaLeak ("Alpha Leak Suppression", Range(0.5,1.0)) = 0.6
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 1.0
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
_OcclusionStrength ("Occlusion Strength", Range(0,1)) = 1
[Space(8)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal Map", Float) = 1.0
[NoScaleOffset]
_BumpSpecMap (" Normal (AG) Translucency(R) Smoothness(B)", 2D) = "white" {}
_BumpScale (" Normal Scale", Float) = 1.0
[Header(Wrapped Diffuse Lighting)]
[Space(8)]
_Wrap ("Wrap", Range(0.0, 1.0)) = 0.5
[Header(Transmission)]
[Space(8)]
[CTI_URPTransDrawer]
_Translucency ("Strength (X) Power (Y)", Vector) = (1, 8, 0, 0)
[Header(Wind)]
[Space(8)]
_WindStrength ("Wind Strength", Float) = 1.0
[Header(Ambient)]
[Space(8)]
_AmbientReflection ("Ambient Reflection", Range(0, 1)) = 1
[Header(Legacy)]
[Space(8)]
_BillboardScale ("Billboard Scale", Float) = 2
}
SubShader
{
Tags
{
"Queue"="Geometry"
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"DisableBatching" = "LODFading"
"IgnoreProjector" = "True"
"ShaderModel"="4.5"
}
LOD 300
// Base -----------------------------------------------------
Pass
{
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
ZWrite On
// URP billboardNormal orientation is flipped?
Cull Off
AlphaToMask [_Coverage]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#define CTIBILLBOARD
#define _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
//#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Lighting.hlsl"
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Includes/CTI URP Billboard ForwardLit Pass.hlsl"
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Off
ColorMask 0
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#define SHADOWCASTERPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Billboard ShadowCaster Pass.hlsl"
ENDHLSL
}
// GBuffer -----------------------------------------------------
Pass
{
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
ZWrite On
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#define _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _ _GBUFFERLIGHTING_TRANSMISSION
// Needed in case Transmission is used
// Built in keyword might fail once cookies were activated...
#pragma shader_feature_local_fragment _SAMPLE_LIGHT_COOKIES
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
//#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
//#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define CTIBILLBOARD
#pragma vertex LitGBufferPassVertex
#pragma fragment LitGBufferPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Billboard GBuffer Pass.hlsl"
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags {"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Includes/CTI URP Billboard DepthOnly Pass.hlsl"
ENDHLSL
}
// Depth Normal -----------------------------------------------------
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull Off
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define DEPTHNORMALPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Includes/CTI URP Billboard DepthNormal Pass.hlsl"
ENDHLSL
}
// Meta -----------------------------------------------------
}
// -----------------------------------------------------------------------------
SubShader
{
Tags
{
"Queue"="Geometry"
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"DisableBatching" = "LODFading"
"IgnoreProjector" = "True"
"ShaderModel"="2.0"
}
LOD 300
// Base -----------------------------------------------------
Pass
{
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
ZWrite On
// URP billboardNormal orientation is flipped?
Cull Off
AlphaToMask [_Coverage]
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature _NORMALMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#define CTIBILLBOARD
#define _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
//#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Lighting.hlsl"
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Includes/CTI URP Billboard ForwardLit Pass.hlsl"
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull Off
ColorMask 0
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#define SHADOWCASTERPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Billboard ShadowCaster Pass.hlsl"
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags {"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Off
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Includes/CTI URP Billboard DepthOnly Pass.hlsl"
ENDHLSL
}
// Depth Normal -----------------------------------------------------
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull Off
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
#define CTIBILLBOARD
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define DEPTHNORMALPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Includes/CTI URP Billboard DepthNormal Pass.hlsl"
ENDHLSL
}
// Meta -----------------------------------------------------
}
FallBack "Hidden/InternalErrorShader"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 59fc58d427ab6cd4fb9c8a56b4cfa24e
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,778 +0,0 @@
Shader "CTI/URP LOD Leaves"
{
Properties
{
[Header(Surface Options)]
[Space(8)]
[Enum(UnityEngine.Rendering.CullMode)]
_Cull ("Culling", Float) = 0
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
[ToggleOff(_SPECULARHIGHLIGHTS_OFF)]
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
[Enum(Off,0,On,1)] _Coverage ("Alpha To Coverage*", Float) = 0
[Space(4)]
[CTIURPHelpDrawer]
_HelpA ("* Will most likely break if any Depth Prepass is active.", Float) = 0.0
[Space(8)]
[Toggle(_NORMALINDEPTHNORMALPASS)]
_ApplyNormalDepthNormal ("Enable Normal in Depth Normal Pass", Float) = 1.0
[Toggle(_RECEIVEDECALS)]
_ReceiveDecals ("Receive Decals", Float) = 0.0
[Space(8)]
[KeywordEnum(Standard, Simple, VsNormals, Transmission)]
_GbufferLighting ("Gbuffer Lighting", Float) = 1
[Toggle(_SAMPLE_LIGHT_COOKIES)]
_ApplyCookiesForTransmission (" Enable Cookies for Transmission", Float) = 0.0
[Header(Surface Inputs)]
[Space(8)]
_HueVariation ("Color Variation", Color) = (0.9,0.5,0.0,0.1)
[Space(8)]
[NoScaleOffset]
[MainTexture]
_BaseMap ("Albedo (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[Space(8)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal (AG) Smoothness (B) Trans (R) Map", Float) = 1.0
[NoScaleOffset]
_BumpSpecMap (" Normal (AG) Smoothness (B) Trans (R)", 2D) = "white" {}
_Smoothness ("Smoothness", Range(0.0, 1.0)) = 0.5
_BackfaceSmoothness (" Backface Smoothness", Range(0.0, 1.0)) = 1
_SpecColor ("Specular", Color) = (0.2, 0.2, 0.2)
[Header(Wrapped Diffuse Lighting)]
[Space(8)]
_Wrap ("Wrap*", Range(0.0, 1.0)) = 0.5
[Space(4)]
[CTIURPHelpDrawer]
_HelpA ("* Only used in forward rendering.", Float) = 0.0
[Header(Transmission)]
[Space(8)]
[CTI_URPTransDrawer]
_Translucency ("Strength (X) Power (Y) Shadow Strength (Z) Distortion (W)", Vector) = (1, 4, 1.0, 0.01)
[Header(Wind)]
[Space(8)]
[CTI_URPWindDrawer]
_BaseWindMultipliers ("Main (X) Branch (Y) Flutter (Z)", Vector) = (1,1,1,0)
[Space(8)]
_WindVariation ("Wind Variation", Range(0.0, 0.05)) = 0.0
[Header(Advanced Wind)]
[Space(8)]
[Toggle(_LEAFTUMBLING)]
_EnableLeafTumbling ("Enable Leaf Tumbling", Float) = 1.0
_TumbleStrength (" Tumble Strength", Range(-1,1)) = 0
_TumbleFrequency (" Tumble Frequency", Range(0,4)) = 1
[Toggle(_LEAFTURBULENCE)]
_EnableLeafTurbulence ("Enable Leaf Turbulence", Float) = 0.0
_LeafTurbulence (" Leaf Turbulence", Range(0,4)) = 0.2
_EdgeFlutterInfluence (" Edge Flutter Influence", Range(0,1)) = 0.25
[Space(8)]
[Toggle(_NORMALROTATION)]
_EnableNormalRotation ("Enable Normal Rotation", Float) = 0.0
[Header(Ambient)]
[Space(8)]
_AmbientReflection ("Ambient Reflection", Range(0, 1)) = 1
[Header(Shadows)]
[Space(8)]
[Enum(UnityEngine.Rendering.CullMode)]
_ShadowCulling ("Shadow Caster Culling", Float) = 0
//_ShadowOffsetBias ("ShadowOffsetBias", Float) = 1
// Needed by VegetationStudio's Billboard Rendertex Shaders
[HideInInspector] _IsBark("Is Bark", Float) = 0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
// Do NOT define this as otherwise baked shadows will fail
// [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"Queue" = "AlphaTest" // Light Mapper!
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"DisableBatching" = "LODFading"
"IgnoreProjector" = "True"
"ShaderModel"="4.5"
}
LOD 300
// Base -----------------------------------------------------
Pass
{
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
ZWrite On
Cull [_Cull]
AlphaToMask [_Coverage]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define _SPECULAR_SETUP
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _RECEIVEDECALS
#pragma shader_feature_local_vertex _NORMALROTATION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Lighting.hlsl"
#include "Includes/CTI URP Leaves ForwardLit Pass.hlsl"
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull [_ShadowCulling]
ColorMask 0
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
// -------------------------------------
// Universal Pipeline keywords
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define SHADOWSONLYPASS
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves ShadowCaster Pass.hlsl"
ENDHLSL
}
// GBuffer -----------------------------------------------------
Pass
{
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
ZWrite On
ZTest LEqual
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_vertex _NORMALROTATION
#pragma shader_feature_local_fragment _RECEIVEDECALS
#pragma shader_feature_local_fragment _ _GBUFFERLIGHTING_SIMPLE _GBUFFERLIGHTING_VSNORMALS _GBUFFERLIGHTING_TRANSMISSION
// Needed in case Transmission is used
// Built in keyword might fail once cookies were activated...
#pragma shader_feature_local_fragment _SAMPLE_LIGHT_COOKIES
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#define _SPECULAR_SETUP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
//#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma instancing_options renderinglayer
//#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#pragma vertex LitGBufferPassVertex
#pragma fragment LitGBufferPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves GBuffer Pass.hlsl"
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags {"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull [_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
// Needed because of deferred which may otherwise get some z fighting issues
#pragma shader_feature_local_vertex _NORMALROTATION
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
ENDHLSL
}
// Depth Normal -----------------------------------------------------
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull [_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
// Crazy: This was missing first and the GBuffer pass never rendered correct
// as some frags were occluded by the DepthNormal pass (Decals on)
// Some strange refactoring by the shader compiler?
#pragma shader_feature_local_vertex _NORMALROTATION
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define DEPTHNORMALPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves DepthNormal Pass.hlsl"
ENDHLSL
}
// Broken in URP 12 (currently)
// --> https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl
// Selection -----------------------------------------------------
Pass
{
Name "SceneSelectionPassXX"
Tags{"LightMode" = "SceneSelectionPassXX"}
ZWrite On
ColorMask 0
Cull [_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
ENDHLSL
}
// Meta -----------------------------------------------------
Pass
{
Tags {"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
#pragma exclude_renderers gles gles3 glcore
#pragma target 4.5
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
#define _SPECULAR_SETUP
#define _ALPHATEST_ON 1
#pragma shader_feature _SPECGLOSSMAP
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Meta.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
// -----------------------------------------------------------------------------------------
SubShader
{
Tags
{
"Queue" = "AlphaTest"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"DisableBatching" = "LODFading"
"IgnoreProjector" = "True"
"ShaderModel"="2.0"
}
LOD 300
// Base -----------------------------------------------------
Pass
{
Name "ForwardLit"
Tags{"LightMode" = "UniversalForward"}
ZWrite On
Cull [_Cull]
AlphaToMask [_Coverage]
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#define _SPECULAR_SETUP
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _RECEIVEDECALS
#pragma shader_feature_local_vertex _NORMALROTATION
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
//#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// -------------------------------------
// Unity defined keywords
//#pragma multi_compile _ DIRLIGHTMAP_COMBINED
//#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#pragma vertex LitPassVertex
#pragma fragment LitPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Lighting.hlsl"
#include "Includes/CTI URP Leaves ForwardLit Pass.hlsl"
ENDHLSL
}
// Shadows -----------------------------------------------------
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On
ZTest LEqual
Cull [_ShadowCulling]
ColorMask 0
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define SHADOWSONLYPASS
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves ShadowCaster Pass.hlsl"
ENDHLSL
}
// Depth -----------------------------------------------------
Pass
{
Name "DepthOnly"
Tags {"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull [_Cull]
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
ENDHLSL
}
// Depth Normal -----------------------------------------------------
Pass
{
Name "DepthNormals"
Tags{"LightMode" = "DepthNormals"}
ZWrite On
Cull [_Cull]
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex DepthNormalsVertex
#pragma fragment DepthNormalsFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _NORMALINDEPTHNORMALPASS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define DEPTHNORMALPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves DepthNormal Pass.hlsl"
ENDHLSL
}
// Broken in URP 12 (currently)
// Selection -----------------------------------------------------
Pass
{
Name "SceneSelectionPassXX"
Tags{"LightMode" = "SceneSelectionPassXX"}
ZWrite On
ColorMask 0
Cull [_Cull]
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex DepthOnlyVertex
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#define _ALPHATEST_ON 1
#pragma shader_feature_local_vertex _LEAFTUMBLING
#pragma shader_feature_local_vertex _LEAFTURBULENCE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_vertex LOD_FADE_PERCENTAGE
#define CTILEAVES
#define DEPTHONLYPASS
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Leaves DepthOnly Pass.hlsl"
ENDHLSL
}
// Meta -----------------------------------------------------
Pass
{
Tags {"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
#pragma only_renderers gles gles3 glcore d3d11
#pragma target 2.0
#pragma vertex UniversalVertexMeta
#pragma fragment UniversalFragmentMetaLit
#define _SPECULAR_SETUP
#define _ALPHATEST_ON 1
#pragma shader_feature _SPECGLOSSMAP
#include "Includes/CTI URP Inputs.hlsl"
#include "Includes/CTI URP Meta.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl"
ENDHLSL
}
}
CustomEditor "CTI_URP_ShaderGUI"
FallBack "Hidden/InternalErrorShader"
}

View File

@@ -1,9 +0,0 @@
fileFormatVersion: 2
guid: 201af1dd904ba734a9565138284d3a5d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,510 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!200 &20000000
ShaderVariantCollection:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: SHA
m_Shaders:
- first: {fileID: 66, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 103, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 106, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords: _SUNDISK_SIMPLE
passType: 0
- first: {fileID: 9000, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 9001, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 9002, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 9003, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 9004, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 9007, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 9100, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords: UIE_FORCE_GAMMA
passType: 0
- first: {fileID: 9101, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- keywords: UNITY_UI_ALPHACLIP
passType: 0
- keywords: UNITY_UI_CLIP_RECT
passType: 0
- first: {fileID: 15100, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 15102, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 19011, guid: 0000000000000000f000000000000000, type: 0}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}
second:
variants:
- keywords: _OUTPUT_DEPTH
passType: 0
- first: {fileID: 4800000, guid: 65df88701913c224d95fc554db28381a, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: e7857e9d0c934dc4f83f270f8447b006, type: 3}
second:
variants:
- keywords: _BLOOM_LQ _CHROMATIC_ABERRATION _TONEMAP_ACES
passType: 0
- keywords: _BLOOM_LQ _TONEMAP_ACES
passType: 0
- first: {fileID: 4800000, guid: 5f1864addb451f54bae8c86d230f736e, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: 0849e84e3d62649e8882e9d6f056a017, type: 3}
second:
variants:
- keywords:
passType: 0
- keywords: _BLUE_NOISE _SAMPLE_COUNT_HIGH _SOURCE_DEPTH_NORMALS
passType: 0
- first: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: 93446b5c5339d4f00b85c159e1159b7c, type: 3}
second:
variants:
- keywords:
passType: 0
- keywords: BLIT_DECODE_HDR
passType: 0
- first: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
second:
variants:
- keywords:
passType: 8
- keywords: INSTANCING_ON
passType: 8
- keywords: INSTANCING_ON _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
passType: 8
- keywords: _ALPHATEST_ON
passType: 8
- keywords: _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
passType: 8
- keywords:
passType: 13
- keywords: DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS
_CLUSTER_LIGHT_LOOP _EMISSION _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS
_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
_SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS
_CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP
_NORMALMAP _OCCLUSIONMAP _RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS
_CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP
_NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS
_CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP
_NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS
_CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP
_OCCLUSIONMAP _RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP
passType: 13
- keywords: DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_ON _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP _RECEIVE_SHADOWS_OFF
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_EMISSION _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _METALLICSPECGLOSSMAP _NORMALMAP
_OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_EMISSION _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP
_NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP
_RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _METALLICSPECGLOSSMAP _NORMALMAP _REFLECTION_PROBE_ATLAS
_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _NORMALMAP _OCCLUSIONMAP _RECEIVE_SHADOWS_OFF
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP _NORMALMAP
_OCCLUSIONMAP _RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP _NORMALMAP
_OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP _NORMALMAP
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP _OCCLUSIONMAP _RECEIVE_SHADOWS_OFF
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS _NORMALMAP
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS _NORMALMAP _RECEIVE_SHADOWS_OFF
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP
passType: 13
- keywords: DIRLIGHTMAP_COMBINED LIGHTMAP_ON _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP _RECEIVE_SHADOWS_OFF
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_ON _CLUSTER_LIGHT_LOOP
_EMISSION _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP
_NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
_SURFACE_TYPE_TRANSPARENT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_ON _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
_SURFACE_TYPE_TRANSPARENT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _EMISSION
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP _NORMALMAP
_OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _EMISSION
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP
_RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP _NORMALMAP _REFLECTION_PROBE_ATLAS
_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
_SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP _OCCLUSIONMAP _RECEIVE_SHADOWS_OFF
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS
_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
_SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULAR_SETUP
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
_SPECULAR_SETUP
passType: 13
- keywords: FOG_EXP2 _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
passType: 13
- keywords: FOG_EXP2 _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_NORMALMAP
passType: 13
- keywords: FOG_EXP2 _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_NORMALMAP _RECEIVE_SHADOWS_OFF
passType: 13
- keywords: FOG_EXP2 _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_RECEIVE_SHADOWS_OFF
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_ON _ALPHATEST_ON _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
_SPECULAR_SETUP _SURFACE_TYPE_TRANSPARENT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_ON _CLUSTER_LIGHT_LOOP
_EMISSION _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _METALLICSPECGLOSSMAP _NORMALMAP
_OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SURFACE_TYPE_TRANSPARENT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_ON _CLUSTER_LIGHT_LOOP
_EMISSION _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _METALLICSPECGLOSSMAP
_NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
_SURFACE_TYPE_TRANSPARENT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_ON _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SURFACE_TYPE_TRANSPARENT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _ALPHAPREMULTIPLY_ON _CLUSTER_LIGHT_LOOP
_LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
_SURFACE_TYPE_TRANSPARENT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _EMISSION _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _EMISSION _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS
_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_METALLICSPECGLOSSMAP _NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A _SPECULAR_SETUP
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SPECULAR_SETUP
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_METALLICSPECGLOSSMAP _NORMALMAP _OCCLUSIONMAP _REFLECTION_PROBE_ATLAS
_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION
_SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_METALLICSPECGLOSSMAP _NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_NORMALMAP _OCCLUSIONMAP _RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_NORMALMAP _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_RECEIVE_SHADOWS_OFF _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
_SPECULAR_SETUP
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT _SPECULAR_SETUP
passType: 13
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
passType: 13
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _NORMALMAP
passType: 13
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS _RECEIVE_SHADOWS_OFF
passType: 13
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
passType: 13
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP
passType: 13
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _NORMALMAP
_RECEIVE_SHADOWS_OFF
passType: 13
- keywords: _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE _RECEIVE_SHADOWS_OFF
passType: 13
- keywords: _NORMALMAP
passType: 13
- keywords: _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
passType: 13
- first: {fileID: 4800000, guid: 69c1f799e772cb6438f56c23efccb782, type: 3}
second:
variants:
- keywords:
passType: 8
- first: {fileID: 4800000, guid: fe393ace9b354375a9cb14cdbbc28be4, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3}
second:
variants:
- keywords: _ALPHATEST_ON _SCREEN_SPACE_OCCLUSION _SURFACE_TYPE_TRANSPARENT
passType: 0
- first: {fileID: 4800000, guid: e5d8e3ec98b1a6e4b979187d621b95c2, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: e9f290524b12df54aa38b7e3510fdbf6, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: -6465566751694194690, guid: 44245ab89240f51459a5077d7145c452, type: 3}
second:
variants:
- keywords:
passType: 8
- keywords:
passType: 13
- keywords: FOG_EXP2 _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS
_MAIN_LIGHT_SHADOWS_CASCADE _REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING
_REFLECTION_PROBE_BOX_PROJECTION _SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION
passType: 13
- keywords: _ADDITIONAL_LIGHT_SHADOWS _CLUSTER_LIGHT_LOOP _LIGHT_LAYERS _MAIN_LIGHT_SHADOWS_CASCADE
_REFLECTION_PROBE_ATLAS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION
_SCREEN_SPACE_OCCLUSION _SHADOWS_SOFT
passType: 13
- first: {fileID: 4800000, guid: 68e6db2ebdc24f95958faec2be5558d6, type: 3}
second:
variants:
- keywords:
passType: 0
- keywords: GLOW_ON
passType: 0
- keywords: UNITY_UI_CLIP_RECT
passType: 0
- first: {fileID: 4800000, guid: 36e335017ad71d54fbb10842863188ae, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: 21322c8b137c66e49b86085d3c8161f6, type: 3}
second:
variants:
- keywords:
passType: 8
- first: {fileID: 4800000, guid: 8fbe92a9edfe6074e841d6dd1509bc59, type: 3}
second:
variants:
- keywords:
passType: 0
- first: {fileID: 4800000, guid: 201af1dd904ba734a9565138284d3a5d, type: 3}
second:
variants:
- keywords:
passType: 8
- keywords: LOD_FADE_PERCENTAGE _LEAFTUMBLING
passType: 8

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 6e1d63ca5b0ea724389f7c3849239738
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 20000000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -2,6 +2,7 @@ using Best.MQTT;
using Best.MQTT.Packets;
using Best.MQTT.Packets.Builders;
using ChunilENG;
using ChunilENG.Management;
using ChunilENG.UI;
using Newtonsoft.Json;
using System;
@@ -15,25 +16,29 @@ public class MQTT : MonoBehaviour
MQTTClient client;
//public string host ="106.247.236.204";
public string host ="localhost";
public string host = "localhost";
//public string port="8901";
public string port="9001";
public string topic1= "octopustwin/waterheater";
public string topic2= "octopustwin/wateroulet";
public string port = "9001";
public string topic1 = "octopustwin/waterheater";
public string topic2 = "octopustwin/wateroulet";
//public string topic2= "DVI/HOT/+";
public ThestatData t1=new ThestatData ();
public CSSstatData c1=new CSSstatData();
public ThestatData t1 = new ThestatData();
public CSSstatData c1 = new CSSstatData();
static readonly Regex ijRegex = new Regex(@"^IJ(\d{2})$", RegexOptions.Compiled | RegexOptions.IgnoreCase);
private int portData;
private List<string> subscriptionTopics=new List<string>();
private List<string> subscriptionTopics = new List<string>();
public event Action<ThestatData> onThermostatData;
public event Action <CSSstatData> oncssstatData;
public event Action<CSSstatData> oncssstatData;
public void Start()
{
TextAsset jsonFile = Resources.Load<TextAsset>("Data");
NetWorkData data = JsonUtility.FromJson<NetWorkData>(jsonFile.text);
host = data.URL;
port = data.PORT;
MQTTConnect();
}
public void MQTTConnect()
@@ -116,7 +121,7 @@ public class MQTT : MonoBehaviour
private void OnConnected(MQTTClient client)
{
//Debug.Log("OnConnected");
foreach(var subscriptionTopic in subscriptionTopics)
foreach (var subscriptionTopic in subscriptionTopics)
{
client.AddTopicAlias(subscriptionTopic);
@@ -199,8 +204,15 @@ public class MQTT : MonoBehaviour
onThermostatData?.Invoke(thermostatData);
t1 = thermostatData;
//var waterHeater = GameObject.Find("LabelCanvas").GetComponent<ThermostatControlPanel>();
//waterHeater.SettingValue.SetText(t1.tempset.ToString());
var panel = ChunilENGSceneMain.Instance.GetManager<ChunilENGUIManager>();
if (panel == null)
{
return;
}
else
{
panel.GetCanvas<PopupCanvas>().GetPanel<ThermostatControlPanel>().SetData(t1.tempset);
}
break;
case "octopustwin/wateroulet":
@@ -208,15 +220,18 @@ public class MQTT : MonoBehaviour
oncssstatData?.Invoke(cssstatData);
c1 = cssstatData;
//var css = GameObject.Find("4. CSS_prefab").GetComponent<Animator>();
//css.speed = c1.speed;
//var css = GameObject.Find("").GetComponent<Animator>();
//if(css != null)
//{
// css.speed = c1.speed;
//}
break;
}
}
StringBuilder sb = new StringBuilder();
void Print(List<string> target)
{
foreach(var t in target)
foreach (var t in target)
{
sb.AppendLine(t);
}

View File

@@ -1,14 +1,13 @@
using OCTOPUS_TWIN.Constants;
using ChunilENG.UI;
using ChunilENG.UI;
using ChunilENG.UI.Command;
using Cysharp.Threading.Tasks;
using OCTOPUS_TWIN;
using OCTOPUS_TWIN.Command;
using OCTOPUS_TWIN.Constants;
using System;
using System.Collections.Generic;
using UnityEngine;
using UVC.Management;
using OCTOPUS_TWIN.Command;
using Unity.VisualScripting;
namespace ChunilENG.Management
{
@@ -21,7 +20,7 @@ namespace ChunilENG.Management
private Dictionary<ThermostatInfoItem, Thermostat> iconToThermostats = new();
public Action<Thermostat> onClickThermostatIcon;
public float defaultNameHeight;
public float defaultNameHeight = -20f;
public Vector3 originScale;
@@ -37,9 +36,8 @@ namespace ChunilENG.Management
cam = OctopusTwinAppMain.Instance.cameraController;
thermostatInfoItem = Resources.Load<ThermostatInfoItem>($"{ResourceURL.chunilENGUIPrefabFolderPath}{nameof(ThermostatInfoItem)}");
var waterHeater = GameObject.Find("PRF_WaterHeater").GetComponent<Thermostat>();
thermostats.Add(waterHeater);
var building = ChunilENGSceneMain.Instance.building;
thermostats = building.GetThermostats();
foreach (var thermostat in thermostats)
{
var thermostatIcon = Instantiate(thermostatInfoItem, transform);
@@ -47,18 +45,9 @@ namespace ChunilENG.Management
thermostatIcon.onClickItem += OnClickThermostatItem;
thermostat.thermostatIcon = thermostatIcon;
iconToThermostats.Add(thermostatIcon, thermostat);
}
// var building = ChunilENGSceneMain.Instance.building;
// thermostats = building.GetThermostats();
//foreach (var thermostat in thermostats)
//{
// var thermostatIcon = Instantiate(thermostatInfoItem, transform);
// thermostatIcon.Init(thermostat);
// thermostatIcon.onClickItem += OnClickThermostatItem;
// thermostat.thermostatIcon = thermostatIcon;
// iconToThermostats.Add(thermostatIcon, thermostat);
//}
thermostat.thermostatIcon.Deactive();
}
await UniTask.CompletedTask;
}
@@ -72,7 +61,7 @@ namespace ChunilENG.Management
return;
IconPositionSetting();
RangeDetection();
//RangeDetection();
}
private void IconPositionSetting()
{
@@ -119,8 +108,23 @@ namespace ChunilENG.Management
// thermostat.thermostatIcon.Deactive();
// return;
// }
//}
//}}
}
public void SetActiveIcon(bool isSelected)
{
foreach (var thermostat in thermostats)
{
if(isSelected)
{
thermostat.thermostatIcon.Active();
}
else
{
thermostat.thermostatIcon.Deactive();
}
}
}
bool IsScreenRange(Thermostat thermostat)
{
Vector3 viewPos = Camera.main.WorldToViewportPoint(thermostat.centerPos);

View File

@@ -87,6 +87,9 @@ namespace ChunilENG.UI
{
var itemManager = ChunilENGSceneMain.Instance.GetManager<MachineInfoItemManager>();
itemManager.ActiveIcons(isSelected);
var themostatManager = ChunilENGSceneMain.Instance.GetManager<ThermostatInfoItemManager>();
themostatManager.SetActiveIcon(isSelected);
},
new ActiveWallControlPanelCommand(),
"내/외벽 조절 UI를 활성화/비활성화 합니다.");

View File

@@ -55,7 +55,8 @@ namespace ChunilENG.UI
{
if (data == null)
{
RealValue.SetText("60.4");
var randomValue = UnityEngine.Random.Range(60.1f, 63.7f);
RealValue.SetText($"{ChangedValueData(randomValue.ToString())}");
SettingValue.SetText("65");
}
else
@@ -64,6 +65,11 @@ namespace ChunilENG.UI
SettingValue.SetText(ChangedValueData(data.thermostatInfo.C011));
}
}
public void SetData(double setValue)
{
SettingValue.SetText(setValue.ToString());
}
public void Open()
{
gameObject.SetActive(true);

View File

@@ -0,0 +1,7 @@
using UnityEngine;
public class NetWorkData
{
public string URL;
public string PORT;
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f215cca83458e2549b0b520874d25967

View File

@@ -1,5 +1,4 @@
using Cysharp.Threading.Tasks;
using Cysharp.Threading.Tasks.Triggers;
using HyundaiWIA.UI;
using Newtonsoft.Json;
using System;
@@ -8,9 +7,6 @@ using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UVC.Management;
using static lzma;
using static UnityEditor.PlayerSettings;
using static UnityEngine.Rendering.GPUSort;
namespace HyundaiWIA.Management
{
@@ -54,7 +50,7 @@ namespace HyundaiWIA.Management
private List<string> amr1tIdList = new List<string> { "R_137", "R_147" };
public Action<string, GameObject> Spawned300kgAMREvent;
public Action<string, GameObject> Spawned1tAMREvent;
struct motionContainer
{
public AMR worker;
@@ -138,14 +134,14 @@ namespace HyundaiWIA.Management
StartCoroutine(UpdatePoseRoutine("R_135"));
StartCoroutine(UpdatePoseRoutine("R_137"));
}
public AMR_Class CreatePoseFromCurrentTransform(
GameObject amr,
GameObject target,
string amrId = null,
string type = null)
{
Vector3 aPos = amr.transform.position;
Vector3 tPos = target.transform.position;
@@ -174,25 +170,25 @@ namespace HyundaiWIA.Management
private IEnumerator UpdatePoseRoutine(string amrID)
{
var amr= dict_AMR[amrID];
var amr = dict_AMR[amrID];
while (true)
{
GameObject target = null;
GameObject target = null;
if ( amrID.Contains("135"))
if (amrID.Contains("135"))
{
target = randomPlaceMother1.transform.GetChild(UnityEngine.Random.Range(0, randomPlaceMother1.transform.childCount - 1)).gameObject;
}
else if (amrID.Contains("137"))
{
target = randomPlaceMother2.transform.GetChild(UnityEngine.Random.Range(0, randomPlaceMother2.transform.childCount - 1)).gameObject;
}
var amrData = CreatePoseFromCurrentTransform(
amr.gameObject,
target,
@@ -211,7 +207,7 @@ namespace HyundaiWIA.Management
{
Debug.Log(amrCommand.AmrId);
var tmpamr = dict_AMR[amrCommand.AmrId];
tmpamr.AMR_class = amrCommand;
var amr = tmpamr.AMR_class;
@@ -235,7 +231,7 @@ namespace HyundaiWIA.Management
amr.moveSpeed = 1.2f;
var mc = new motionContainer()
{
@@ -291,7 +287,7 @@ namespace HyundaiWIA.Management
var amrs = motionQueue.Keys.ToList();
timeGap += Time.deltaTime;
if(timeGap > 2f)
if (timeGap > 2f)
{
motion1 = motionQueue[amrs[0]].Last();
motion2 = motionQueue[amrs[1]].Last();

View File

@@ -34,7 +34,8 @@ GraphicsSettings:
- {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
- {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0}
m_PreloadedShaders: []
m_PreloadedShaders:
- {fileID: 20000000, guid: 6e1d63ca5b0ea724389f7c3849239738, type: 2}
m_PreloadShadersBatchTimeLimit: -1
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_CustomRenderPipeline: {fileID: 11400000, guid: 4b83569d67af61e458304325a23e5dfd, type: 2}