|
// Made with Amplify Shader Editor
|
|
// Available at the Unity Asset Store - http://u3d.as/y3X
|
|
Shader "ASESampleShaders/Terrain/TerrainSnowCoverageFirstPass"
|
|
{
|
|
Properties
|
|
{
|
|
[Toggle] _CoverageFade("Coverage Fade", Float) = 0.0
|
|
_CoverageAlbedo("Coverage Albedo", 2D) = "white" {}
|
|
_TransitionDistance("Transition Distance", Float) = 0
|
|
_TransitionFalloff("Transition Falloff", Float) = 0
|
|
_CoverageNormal("Coverage Normal", 2D) = "bump" {}
|
|
_CoverageNormalIntensity("Coverage Normal Intensity", Float) = 1
|
|
_SnowCoverageAmount("Snow Coverage Amount", Range( -1 , 1)) = 0
|
|
_SnowCoverageFalloff("Snow Coverage Falloff", Range( 0 , 1)) = 0
|
|
_Smoothness("Smoothness", Range( 0 , 1)) = 0
|
|
_Metallic("Metallic", Range( 0 , 1)) = 0
|
|
_MainTex("MainTex", 2D) = "white" {}
|
|
_Color("Color", Color) = (0,0,0,0)
|
|
_Control("Control", 2D) = "white" {}
|
|
_Splat3("Splat3", 2D) = "white" {}
|
|
_Splat2("Splat2", 2D) = "white" {}
|
|
_Splat1("Splat1", 2D) = "white" {}
|
|
_Splat0("Splat0", 2D) = "white" {}
|
|
_Normal0("Normal0", 2D) = "white" {}
|
|
_Normal1("Normal1", 2D) = "white" {}
|
|
_Normal2("Normal2", 2D) = "white" {}
|
|
_Normal3("Normal3", 2D) = "white" {}
|
|
_TextureSample0("Texture Sample 0", 2D) = "white" {}
|
|
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
|
[HideInInspector] __dirty( "", Int ) = 1
|
|
}
|
|
|
|
SubShader
|
|
{
|
|
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry-100" "SplatCount"="4" }
|
|
Cull Back
|
|
CGINCLUDE
|
|
#include "UnityStandardUtils.cginc"
|
|
#include "UnityShaderVariables.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
#include "Lighting.cginc"
|
|
#pragma target 3.0
|
|
#pragma shader_feature _COVERAGEFADE_ON
|
|
#pragma multi_compile_fog
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
#undef INTERNAL_DATA
|
|
#undef WorldReflectionVector
|
|
#undef WorldNormalVector
|
|
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
|
|
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
|
|
#define WorldNormalVector(data,normal) fixed3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
|
|
#endif
|
|
struct Input
|
|
{
|
|
float2 uv_texcoord;
|
|
float3 worldPos;
|
|
float3 worldNormal;
|
|
INTERNAL_DATA
|
|
};
|
|
|
|
uniform sampler2D _Control;
|
|
uniform float4 _Control_ST;
|
|
uniform sampler2D _Normal0;
|
|
uniform sampler2D _Splat0;
|
|
uniform float4 _Splat0_ST;
|
|
uniform sampler2D _Normal1;
|
|
uniform sampler2D _Splat1;
|
|
uniform float4 _Splat1_ST;
|
|
uniform sampler2D _Normal2;
|
|
uniform sampler2D _Splat2;
|
|
uniform float4 _Splat2_ST;
|
|
uniform sampler2D _Normal3;
|
|
uniform sampler2D _Splat3;
|
|
uniform float4 _Splat3_ST;
|
|
uniform float _CoverageNormalIntensity;
|
|
uniform sampler2D _CoverageNormal;
|
|
uniform float4 _CoverageNormal_ST;
|
|
uniform float _TransitionDistance;
|
|
uniform float _TransitionFalloff;
|
|
uniform sampler2D _MainTex;
|
|
uniform float4 _MainTex_ST;
|
|
uniform float4 _Color;
|
|
uniform sampler2D _CoverageAlbedo;
|
|
uniform float4 _CoverageAlbedo_ST;
|
|
uniform sampler2D _TextureSample0;
|
|
uniform float4 _TextureSample0_ST;
|
|
uniform float _SnowCoverageAmount;
|
|
uniform float _SnowCoverageFalloff;
|
|
uniform float _Metallic;
|
|
uniform float _Smoothness;
|
|
|
|
void vertexDataFunc( inout appdata_full v, out Input o )
|
|
{
|
|
UNITY_INITIALIZE_OUTPUT( Input, o );
|
|
float localCalculateTangents1818 = ( 0.0 );
|
|
v.tangent.xyz = cross ( v.normal, float3( 0, 0, 1 ) );
|
|
v.tangent.w = -1;
|
|
float3 temp_cast_0 = (localCalculateTangents1818).xxx;
|
|
v.vertex.xyz += temp_cast_0;
|
|
}
|
|
|
|
void surf( Input i , inout SurfaceOutputStandard o )
|
|
{
|
|
float2 uv_Control = i.uv_texcoord * _Control_ST.xy + _Control_ST.zw;
|
|
float4 tex2DNode1 = tex2D( _Control, uv_Control );
|
|
float2 uv_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
|
|
float2 uv_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
|
|
float2 uv_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
|
|
float2 uv_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
|
|
float4 weightedBlendVar11 = tex2DNode1;
|
|
float4 weightedBlend11 = ( weightedBlendVar11.x*tex2D( _Normal0, uv_Splat0 ) + weightedBlendVar11.y*tex2D( _Normal1, uv_Splat1 ) + weightedBlendVar11.z*tex2D( _Normal2, uv_Splat2 ) + weightedBlendVar11.w*tex2D( _Normal3, uv_Splat3 ) );
|
|
float2 uv_CoverageNormal = i.uv_texcoord * _CoverageNormal_ST.xy + _CoverageNormal_ST.zw;
|
|
float3 tex2DNode43 = UnpackScaleNormal( tex2D( _CoverageNormal, uv_CoverageNormal ) ,_CoverageNormalIntensity );
|
|
float3 ase_worldPos = i.worldPos;
|
|
float clampResult35 = clamp( pow( ( distance( ase_worldPos , _WorldSpaceCameraPos ) / _TransitionDistance ) , _TransitionFalloff ) , 0.0 , 1.0 );
|
|
float Distance56 = clampResult35;
|
|
float3 lerpResult41 = lerp( UnpackNormal( weightedBlend11 ) , tex2DNode43 , Distance56);
|
|
float3 normalizeResult42 = normalize( lerpResult41 );
|
|
#ifdef _COVERAGEFADE_ON
|
|
float3 staticSwitch45 = normalizeResult42;
|
|
#else
|
|
float3 staticSwitch45 = UnpackNormal( weightedBlend11 );
|
|
#endif
|
|
o.Normal = staticSwitch45;
|
|
float4 weightedBlendVar10 = tex2DNode1;
|
|
float4 weightedBlend10 = ( weightedBlendVar10.x*tex2D( _Splat0, uv_Splat0 ) + weightedBlendVar10.y*tex2D( _Splat1, uv_Splat1 ) + weightedBlendVar10.z*tex2D( _Splat2, uv_Splat2 ) + weightedBlendVar10.w*tex2D( _Splat3, uv_Splat3 ) );
|
|
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
|
|
float4 lerpResult14 = lerp( tex2D( _MainTex, uv_MainTex ) , _Color , 0.0);
|
|
float4 lerpResult16 = lerp( weightedBlend10 , lerpResult14 , 0.0);
|
|
float2 uv_CoverageAlbedo = i.uv_texcoord * _CoverageAlbedo_ST.xy + _CoverageAlbedo_ST.zw;
|
|
float4 lerpResult24 = lerp( lerpResult16 , tex2D( _CoverageAlbedo, uv_CoverageAlbedo ) , Distance56);
|
|
#ifdef _COVERAGEFADE_ON
|
|
float4 staticSwitch39 = lerpResult24;
|
|
#else
|
|
float4 staticSwitch39 = lerpResult16;
|
|
#endif
|
|
float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
|
|
float3 temp_cast_2 = (_SnowCoverageFalloff).xxx;
|
|
float SnowMask72 = pow( saturate( ( WorldNormalVector( i , tex2DNode43 ) + _SnowCoverageAmount ) ) , temp_cast_2 ).y;
|
|
float4 lerpResult67 = lerp( staticSwitch39 , tex2D( _TextureSample0, uv_TextureSample0 ) , SnowMask72);
|
|
o.Albedo = lerpResult67.rgb;
|
|
o.Metallic = _Metallic;
|
|
float lerpResult69 = lerp( _Smoothness , 0.5 , SnowMask72);
|
|
o.Smoothness = lerpResult69;
|
|
o.Alpha = 1;
|
|
}
|
|
|
|
ENDCG
|
|
CGPROGRAM
|
|
#pragma exclude_renderers gles
|
|
#pragma surface surf Standard keepalpha fullforwardshadows vertex:vertexDataFunc
|
|
|
|
ENDCG
|
|
Pass
|
|
{
|
|
Name "ShadowCaster"
|
|
Tags{ "LightMode" = "ShadowCaster" }
|
|
ZWrite On
|
|
CGPROGRAM
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
#pragma target 3.0
|
|
#pragma multi_compile_shadowcaster
|
|
#pragma multi_compile UNITY_PASS_SHADOWCASTER
|
|
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
|
|
#include "HLSLSupport.cginc"
|
|
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
|
|
#define CAN_SKIP_VPOS
|
|
#endif
|
|
#include "UnityCG.cginc"
|
|
#include "Lighting.cginc"
|
|
#include "UnityPBSLighting.cginc"
|
|
struct v2f
|
|
{
|
|
V2F_SHADOW_CASTER;
|
|
float2 customPack1 : TEXCOORD1;
|
|
float4 tSpace0 : TEXCOORD2;
|
|
float4 tSpace1 : TEXCOORD3;
|
|
float4 tSpace2 : TEXCOORD4;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
v2f vert( appdata_full v )
|
|
{
|
|
v2f o;
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
|
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
|
Input customInputData;
|
|
vertexDataFunc( v, customInputData );
|
|
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
|
fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
|
fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
|
fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
|
fixed3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
|
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
|
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
|
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
|
o.customPack1.xy = customInputData.uv_texcoord;
|
|
o.customPack1.xy = v.texcoord;
|
|
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
|
return o;
|
|
}
|
|
fixed4 frag( v2f IN
|
|
#if !defined( CAN_SKIP_VPOS )
|
|
, UNITY_VPOS_TYPE vpos : VPOS
|
|
#endif
|
|
) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
Input surfIN;
|
|
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
|
surfIN.uv_texcoord = IN.customPack1.xy;
|
|
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
|
fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
|
surfIN.worldPos = worldPos;
|
|
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
|
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
|
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
|
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
|
SurfaceOutputStandard o;
|
|
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
|
|
surf( surfIN, o );
|
|
#if defined( CAN_SKIP_VPOS )
|
|
float2 vpos = IN.pos;
|
|
#endif
|
|
SHADOW_CASTER_FRAGMENT( IN )
|
|
}
|
|
ENDCG
|
|
}
|
|
}
|
|
|
|
Dependency "BaseMapShader"="ASESampleShaders/TerrainBase"
|
|
Fallback "Nature/Terrain/Diffuse"
|
|
CustomEditor "ASEMaterialInspector"
|
|
}
|
|
/*ASEBEGIN
|
|
Version=14301
|
|
389;92;1064;626;2939.606;1826.845;3.235619;True;False
|
|
Node;AmplifyShaderEditor.CommentaryNode;59;-2714.191,-1485.26;Float;False;1968.271;500.7608;Distance Control;9;27;37;29;31;30;33;34;35;56;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.WorldSpaceCameraPos;37;-2664.191,-1246.405;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.WorldPosInputsNode;27;-2657.929,-1421.025;Float;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.RangedFloatNode;44;212.8771,406.9246;Float;False;Property;_CoverageNormalIntensity;Coverage Normal Intensity;5;0;Create;True;1;1;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.DistanceOpNode;29;-2360.201,-1347.89;Float;False;2;0;FLOAT3;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;31;-2282.559,-1099.499;Float;False;Property;_TransitionDistance;Transition Distance;2;0;Create;True;0;2.34;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.CommentaryNode;75;1071.507,367.4314;Float;False;1454.748;552.0461;Simple Snow Coverage Effect;8;60;61;62;63;68;64;65;72;;1,1,1,1;0;0
|
|
Node;AmplifyShaderEditor.SamplerNode;43;592.1921,245.3864;Float;True;Property;_CoverageNormal;Coverage Normal;4;0;Create;True;None;77fdad851e93f394c9f8a1b1a63b56f3;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;61;1121.506,695.0643;Float;False;Property;_SnowCoverageAmount;Snow Coverage Amount;6;0;Create;True;0;-1;-1;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;33;-1901.146,-1116.486;Float;False;Property;_TransitionFalloff;Transition Falloff;3;0;Create;True;0;2.19;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode;30;-2014.701,-1346.282;Float;True;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.WorldNormalVector;60;1145.249,417.4314;Float;False;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode;76;-880,336;Float;False;0;5;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.TextureCoordinatesNode;77;-865,523;Float;False;0;4;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.TextureCoordinatesNode;78;-851,761;Float;False;0;3;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.TextureCoordinatesNode;79;-880,992;Float;False;0;2;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.SamplerNode;6;-594.937,302.1464;Float;True;Property;_Normal0;Normal0;17;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;3;-634.5041,-150.3657;Float;True;Property;_Splat2;Splat2;14;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode;62;1517.111,583.9039;Float;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0.0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SamplerNode;5;-663.126,-550.462;Float;True;Property;_Splat0;Splat0;16;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.ColorNode;13;-234.242,-1559.333;Float;False;Property;_Color;Color;11;0;Create;True;0,0,0,0;1,1,1,1;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;4;-648.222,-351.1321;Float;True;Property;_Splat1;Splat1;15;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;7;-599.87,516.3218;Float;True;Property;_Normal1;Normal1;18;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;9;-607.751,954.6912;Float;True;Property;_Normal3;Normal3;20;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;8;-604.761,730.0314;Float;True;Property;_Normal2;Normal2;19;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;15;-116.3495,-1276.721;Float;False;Constant;_Float0;Float 0;11;0;Create;True;0;0;0;0;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode;12;-238.3848,-1775.582;Float;True;Property;_MainTex;MainTex;10;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.PowerNode;34;-1645.099,-1347.889;Float;True;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode;2;-613.83,54.96295;Float;True;Property;_Splat3;Splat3;13;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SamplerNode;1;-663.939,-774.7358;Float;True;Property;_Control;Control;12;0;Create;True;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.SaturateNode;63;1677.112,583.9039;Float;False;1;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.SummedBlendNode;11;30.6221,133.4914;Float;False;5;0;COLOR;0,0,0,0;False;1;COLOR;0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.SummedBlendNode;10;59.80904,-310.4797;Float;False;5;0;COLOR;0,0,0,0;False;1;COLOR;0;False;2;COLOR;0.0,0,0,0;False;3;COLOR;0.0,0,0,0;False;4;COLOR;0.0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.ClampOpNode;35;-1310.849,-1350.903;Float;True;3;0;FLOAT;0.0;False;1;FLOAT;0.0;False;2;FLOAT;1.0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;68;1356.331,804.4778;Float;False;Property;_SnowCoverageFalloff;Snow Coverage Falloff;7;0;Create;True;0;0.156;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.LerpOp;14;67.63457,-1432.156;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.LerpOp;16;315.6208,-1187.193;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.UnpackScaleNormalNode;19;296.6526,152.313;Float;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;1.0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;57;489.4643,-754.7751;Float;False;56;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;58;668.1784,494.7191;Float;False;56;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;56;-988.9198,-1435.259;Float;False;Distance;-1;True;1;0;FLOAT;0.0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode;23;376.1109,-952.9803;Float;True;Property;_CoverageAlbedo;Coverage Albedo;1;0;Create;True;None;138df4511c079324cabae1f7f865c1c1;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.PowerNode;64;1837.112,583.9039;Float;False;2;0;FLOAT3;0.0,0,0;False;1;FLOAT;0.0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.LerpOp;24;949.8305,-933.4713;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;1,1,1,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.BreakToComponentsNode;65;2011.061,581.8517;Float;False;FLOAT3;1;0;FLOAT3;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.LerpOp;41;989.9506,51.0748;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0.0,0,0;False;2;FLOAT;0.0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.NormalizeNode;42;1162.343,-149.7701;Float;False;1;0;FLOAT3;0.0,0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;20;1672.433,-221.2505;Float;False;Property;_Smoothness;Smoothness;8;0;Create;True;0;0.168;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;74;1859.652,-53.60783;Float;False;72;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StaticSwitch;39;1287.976,-998.7753;Float;False;Property;_CoverageFade;Coverage Fade;0;0;Create;True;0;False;True;True;;Toggle;2;1;COLOR;0,0,0,0;False;0;COLOR;0.0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;72;2283.255,594.3326;Float;False;SnowMask;-1;True;1;0;FLOAT;0.0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;73;1810.331,-607.6244;Float;False;72;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.SamplerNode;66;1492.186,-697.1776;Float;True;Property;_TextureSample0;Texture Sample 0;21;0;Create;True;None;4112a019314dad94f9ffc2f8481f31bc;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
Node;AmplifyShaderEditor.CustomExpressionNode;18;2320.469,-134.0521;Float;False;v.tangent.xyz = cross ( v.normal, float3( 0, 0, 1 ) )@$v.tangent.w = -1@;1;True;0;CalculateTangents;1;0;FLOAT;0.0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;21;1960.96,-445.3441;Float;False;Property;_Metallic;Metallic;9;0;Create;True;0;0;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StaticSwitch;45;1330.188,-420.1055;Float;False;Property;_CoverageFade;Coverage Fade;0;0;Create;True;0;False;True;True;;Toggle;2;1;FLOAT3;0,0,0;False;0;FLOAT3;0.0,0,0;False;1;FLOAT3;0
|
|
Node;AmplifyShaderEditor.LerpOp;67;2028.625,-816.3794;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0.0,0,0,0;False;2;FLOAT;0.0,0,0,0;False;1;COLOR;0
|
|
Node;AmplifyShaderEditor.LerpOp;69;2128.003,-211.0074;Float;False;3;0;FLOAT;0.0;False;1;FLOAT;0.5;False;2;FLOAT;0.0;False;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;2533.775,-692.96;Float;False;True;2;Float;ASEMaterialInspector;0;0;Standard;ASESampleShaders/Terrain/TerrainSnowCoverageFirstPass;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;False;0;Opaque;0.5;True;True;-100;False;Opaque;Geometry;All;True;True;True;False;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;2;15;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;OFF;OFF;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;Nature/Terrain/Diffuse;-1;-1;-1;-1;0;1;SplatCount=4;1;multi_compile_fog;False;1;BaseMapShader=ASESampleShaders/TerrainBase;0;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;FLOAT;0.0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
|
|
WireConnection;29;0;27;0
|
|
WireConnection;29;1;37;0
|
|
WireConnection;43;5;44;0
|
|
WireConnection;30;0;29;0
|
|
WireConnection;30;1;31;0
|
|
WireConnection;60;0;43;0
|
|
WireConnection;6;1;76;0
|
|
WireConnection;62;0;60;0
|
|
WireConnection;62;1;61;0
|
|
WireConnection;7;1;77;0
|
|
WireConnection;9;1;79;0
|
|
WireConnection;8;1;78;0
|
|
WireConnection;34;0;30;0
|
|
WireConnection;34;1;33;0
|
|
WireConnection;63;0;62;0
|
|
WireConnection;11;0;1;0
|
|
WireConnection;11;1;6;0
|
|
WireConnection;11;2;7;0
|
|
WireConnection;11;3;8;0
|
|
WireConnection;11;4;9;0
|
|
WireConnection;10;0;1;0
|
|
WireConnection;10;1;5;0
|
|
WireConnection;10;2;4;0
|
|
WireConnection;10;3;3;0
|
|
WireConnection;10;4;2;0
|
|
WireConnection;35;0;34;0
|
|
WireConnection;14;0;12;0
|
|
WireConnection;14;1;13;0
|
|
WireConnection;14;2;15;0
|
|
WireConnection;16;0;10;0
|
|
WireConnection;16;1;14;0
|
|
WireConnection;16;2;15;0
|
|
WireConnection;19;0;11;0
|
|
WireConnection;56;0;35;0
|
|
WireConnection;64;0;63;0
|
|
WireConnection;64;1;68;0
|
|
WireConnection;24;0;16;0
|
|
WireConnection;24;1;23;0
|
|
WireConnection;24;2;57;0
|
|
WireConnection;65;0;64;0
|
|
WireConnection;41;0;19;0
|
|
WireConnection;41;1;43;0
|
|
WireConnection;41;2;58;0
|
|
WireConnection;42;0;41;0
|
|
WireConnection;39;1;16;0
|
|
WireConnection;39;0;24;0
|
|
WireConnection;72;0;65;1
|
|
WireConnection;45;1;19;0
|
|
WireConnection;45;0;42;0
|
|
WireConnection;67;0;39;0
|
|
WireConnection;67;1;66;0
|
|
WireConnection;67;2;73;0
|
|
WireConnection;69;0;20;0
|
|
WireConnection;69;2;74;0
|
|
WireConnection;0;0;67;0
|
|
WireConnection;0;1;45;0
|
|
WireConnection;0;3;21;0
|
|
WireConnection;0;4;69;0
|
|
WireConnection;0;11;18;0
|
|
ASEEND*/
|
|
//CHKSM=77C739307055E874E63B8CD867E6BF11C4D63B16
|