├── .gitignore ├── AmplifyShaderEditor.meta ├── AmplifyShaderEditor ├── Custom Functions.meta └── Custom Functions │ ├── Billboard InOut.asset │ ├── Billboard InOut.asset.meta │ ├── Branch.asset │ ├── Branch.asset.meta │ ├── Camera.asset │ ├── Camera.asset.meta │ ├── Get Absolute Position WS.asset │ ├── Get Absolute Position WS.asset.meta │ ├── Instance Color.asset │ ├── Instance Color.asset.meta │ ├── Matrix Split.asset │ ├── Matrix Split.asset.meta │ ├── Pipline Input.asset │ ├── Pipline Input.asset.meta │ ├── Scale UVs By Center.asset │ ├── Scale UVs By Center.asset.meta │ ├── Scene Depth.asset │ ├── Scene Depth.asset.meta │ ├── Screen Space Decal 1.asset │ ├── Screen Space Decal 1.asset.meta │ ├── Screen Space Decal 2.asset │ ├── Screen Space Decal 2.asset.meta │ ├── Screen Space Outline.asset │ ├── Screen Space Outline.asset.meta │ ├── Screen Space Reflection.asset │ ├── Screen Space Reflection.asset.meta │ ├── SpeedTree.meta │ ├── SpeedTree │ ├── Speedtree8 Billboard.asset │ ├── Speedtree8 Billboard.asset.meta │ ├── Speedtree8 Color Alpha.asset │ ├── Speedtree8 Color Alpha.asset.meta │ ├── Speedtree8 Interpolated Normals.asset │ ├── Speedtree8 Interpolated Normals.asset.meta │ ├── Speedtree8 Wind.asset │ ├── Speedtree8 Wind.asset.meta │ ├── Speedtree8.shader │ └── Speedtree8.shader.meta │ ├── TransformHClipToViewPortPos.asset │ ├── TransformHClipToViewPortPos.asset.meta │ ├── Transformation Matrix.asset │ ├── Transformation Matrix.asset.meta │ ├── UnpackNormalRG.asset │ ├── UnpackNormalRG.asset.meta │ ├── object.asset │ └── object.asset.meta ├── README.md ├── README.md.meta ├── ShaderLibrary.meta ├── ShaderLibrary ├── DebugNode.hlsl ├── DebugNode.hlsl.meta ├── ShadergraphExtensionsCommon.hlsl ├── ShadergraphExtensionsCommon.hlsl.meta ├── ShadergraphExtensionsHDRP.hlsl ├── ShadergraphExtensionsHDRP.hlsl.meta ├── ShadergraphExtensionsURP.hlsl └── ShadergraphExtensionsURP.hlsl.meta ├── Shadergraph.meta ├── Shadergraph ├── SubGraphs.meta └── SubGraphs │ ├── Billboard.shadersubgraph │ ├── Billboard.shadersubgraph.meta │ ├── Debug Color Channel.shadersubgraph │ ├── Debug Color Channel.shadersubgraph.meta │ ├── Depth Fade.shadersubgraph │ ├── Depth Fade.shadersubgraph.meta │ ├── Fmod.shadersubgraph │ ├── Fmod.shadersubgraph.meta │ ├── HD Light Color.shadersubgraph │ ├── HD Light Color.shadersubgraph.meta │ ├── Is Shadow Pass.shadersubgraph │ ├── Is Shadow Pass.shadersubgraph.meta │ ├── Refract.shadersubgraph │ ├── Refract.shadersubgraph.meta │ ├── UnpackNormalRG.shadersubgraph │ └── UnpackNormalRG.shadersubgraph.meta ├── package.json └── package.json.meta /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | # !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | # Blender backup file 62 | *.blend1 63 | *.blend1.meta 64 | *.mov 65 | ScreenshotASE.png 66 | .vscode 67 | UserSettings 68 | ProjectSettings 69 | Packages 70 | Assets/AmplifyShaderEditor/Examples 71 | Assets/AmplifyShaderEditor/Plugins 72 | Assets/AmplifyShaderEditor/*.* 73 | Assets/HDRPDefaultResources 74 | Assets/SampleSceneAssets 75 | Assets/Scenes 76 | Assets/*.* 77 | # **/*.meta 78 | Assets/ShaderlabVSCode 79 | -------------------------------------------------------------------------------- /AmplifyShaderEditor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01ac0d53b8e1b344cae97127981b3339 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /AmplifyShaderEditor/Custom Functions.meta: 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Different Render Pipelines may produce different results. If you're 26 | building a shader in one Render Pipeline that you want to use in both, try checking 27 | it in both pipelines before production.\r\n\r" 28 | m_additionalIncludes: 29 | m_additionalIncludes: [] 30 | m_outsideIncludes: [] 31 | m_additionalPragmas: 32 | m_additionalPragmas: [] 33 | m_outsidePragmas: [] 34 | m_additionalDirectives: 35 | m_validData: 0 36 | m_isDirty: 0 37 | m_moduleName: ' Additional Directives' 38 | m_independentModule: 1 39 | m_customEdited: 0 40 | m_additionalDirectives: [] 41 | m_shaderFunctionDirectives: [] 42 | m_nativeDirectives: [] 43 | m_nativeDirectivesIndex: -1 44 | m_nativeDirectivesFoldout: 0 45 | m_directivesSaveItems: [] 46 | m_nodeCategory: 0 47 | m_customNodeCategory: Shader Graph 48 | m_previewPosition: 0 49 | m_hidden: 0 50 | m_url: https://docs.unity3d.com/Packages/com.unity.shadergraph@10.5/manual/Object-Node.html 51 | -------------------------------------------------------------------------------- /AmplifyShaderEditor/Custom Functions/object.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0666ba89d8c42d4996fdb2a10c7e7eb 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /README.md.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc7ebfeb05c9894487ffd0436cb59b7 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /ShaderLibrary.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 261a37f03fb79b243983f9937b946a11 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ShaderLibrary/DebugNode.hlsl: -------------------------------------------------------------------------------- 1 | // This gist can be found at https://gist.github.com/bestknighter/660e6a53cf6a6643618d8531f962be2c 2 | // I modified Aras Pranckevičius's awesome shader code to be able to handle Infinite and Not A Number numbers 3 | 4 | 5 | // Quick try at doing a "print value" node for Unity ShaderGraph. 6 | // Tested on Unity 2019.4.34f1 with ShaderGraph 7.3.1. 7 | // 8 | // Use with CustomFunction node, with two inputs: 9 | // - Vector1 Value, the value to display, 10 | // - Vector2 UV, the UVs of area to display at. 11 | // And one output: 12 | // - Vector4 Color, the color. 13 | // Function name is DoDebug. 14 | 15 | // "print in shader" based on this excellent ShaderToy by @P_Malin: 16 | // https://www.shadertoy.com/view/4sBSWW 17 | 18 | 19 | float DigitBin(const int x) 20 | { 21 | return x == 0?480599.0 : x == 1?139810.0 : x == 2?476951.0 : x == 3?476999.0 : x == 4?350020.0 : x == 5?464711.0 : x == 6?464727.0 : x == 7?476228.0 : x == 8?481111.0 : x == 9?481095.0 : 0.0; 22 | } 23 | 24 | float DigitLet(const int x) 25 | { 26 | // 1=I, 2=n, 3=F, 4=a 27 | return x == 1?467495.0 : x == 2?1877.0 : x == 3?463633.0 : x == 4?30069.0 : 0.0; 28 | } 29 | 30 | bool isnan_NonOptimizableAway(const float fValue) 31 | { 32 | return ((asuint(fValue) & 0x7FFFFFFF) > 0x7F800000); 33 | } 34 | 35 | bool isinf_NonOptimizableAway(const float fValue) 36 | { 37 | return ((asuint(fValue) & 0x7FFFFFFF) == 0x7F800000); 38 | } 39 | 40 | float PrintValue(float2 vStringCoords, float fValue, float fMaxDigits, float fDecimalPlaces) 41 | { 42 | if ((vStringCoords.y < 0.0) || (vStringCoords.y >= 1.0)) 43 | return 0.0; 44 | 45 | bool bNeg = (fValue < 0.0); 46 | bool bNan = isnan_NonOptimizableAway(fValue); 47 | bool bInf = isinf_NonOptimizableAway(fValue); 48 | if (bInf) fValue = 123.0; 49 | else if (bNan) fValue = 242.0; 50 | fValue = abs(fValue); 51 | 52 | float fLog10Value = log2(fValue) / log2(10.0); 53 | float fBiggestIndex = max(floor(fLog10Value), 0.0); 54 | float fDigitIndex = fMaxDigits - floor(vStringCoords.x); 55 | float fCharBin = 0.0; 56 | if (fDigitIndex > (-fDecimalPlaces - 1.01)) 57 | { 58 | if (fDigitIndex > fBiggestIndex) 59 | { 60 | if (fDigitIndex < (fBiggestIndex + 1.5)) 61 | { 62 | if (bNeg) fCharBin = 1792.0; 63 | else if (bInf) fCharBin = 10016.0; 64 | } 65 | } 66 | else 67 | { 68 | if (fDigitIndex == -1.0) 69 | { 70 | if (fDecimalPlaces > 0.0 && !(bInf || bNan)) fCharBin = 2.0; 71 | } 72 | else 73 | { 74 | float fReducedRangeValue = fValue; 75 | if (fDigitIndex < 0.0) 76 | { 77 | fReducedRangeValue = frac(fValue); fDigitIndex += 1.0; 78 | } 79 | float fDigitValue = (abs(fReducedRangeValue / (pow(10.0, fDigitIndex)))); 80 | int arg = int(floor(fmod(fDigitValue, 10.0))); 81 | fCharBin = (bNan || bInf) ? DigitLet(arg) : DigitBin(arg); 82 | } 83 | } 84 | } 85 | return floor(fmod((fCharBin / pow(2.0, floor(frac(vStringCoords.x) * 4.0) + (floor(vStringCoords.y * 5.0) * 4.0))), 2.0)); 86 | } 87 | 88 | float PrintValue(const in float2 fragCoord, const in float2 vPixelCoords, const in float2 vFontSize, const in float fValue, const in float fMaxDigits, const in float fDecimalPlaces) 89 | { 90 | float2 vStringCharCoords = (fragCoord.xy - vPixelCoords) / vFontSize; 91 | return PrintValue(vStringCharCoords, fValue, fMaxDigits, fDecimalPlaces); 92 | } 93 | 94 | void DoDebug_float(float4 val, float2 uv, out float4 res) 95 | { 96 | // res = 0; 97 | res = float4(0.3, 0.2, 0.1, 1); 98 | float resa=PrintValue(uv * 200, float2(0, 30), float2(8, 15), val.a, 10, 3); 99 | res.r = PrintValue(uv * 200, float2(0, 150), float2(8, 15), val.r, 10, 3)+resa; 100 | res.g = PrintValue(uv * 200, float2(0, 110), float2(8, 15), val.g, 10, 3)+resa; 101 | res.b = PrintValue(uv * 200, float2(0, 70), float2(8, 15), val.b, 10, 3)+resa; 102 | // res.a = PrintValue(uv * 200, float2(0, 20), float2(8, 15), val.a, 10, 3); 103 | } -------------------------------------------------------------------------------- /ShaderLibrary/DebugNode.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3fc34fa60d637240b6ecbc5ffb8e530 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /ShaderLibrary/ShadergraphExtensionsCommon.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef SHADERGRAPH_EXTENSIONS_COMMON 2 | #define SHADERGRAPH_EXTENSIONS_COMMON 3 | 4 | #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" 5 | 6 | 7 | // void GetMainLightDirection_float(out real3 out_direction) 8 | // { 9 | // #ifndef HAS_LIGHTLOOP 10 | // out_direction = real3(0, 1, 0); 11 | // #else 12 | // out_direction = real3(1, 0, 0); 13 | // #endif 14 | // } 15 | 16 | // For ShaderGraph 17 | void UnpackNormalRG_float(real4 packedNormal, real scale, out real3 Out) 18 | { 19 | packedNormal.rgba = packedNormal.agbr; 20 | Out = UnpackNormalAG(real4(packedNormal), scale); 21 | } 22 | 23 | // Depth Fade form ASE 24 | // For ShaderGraph 25 | real4 GetScreenPosNorm(real4 screenPos) 26 | { 27 | real4 screenPosNorm = screenPos / screenPos.w; 28 | screenPosNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? screenPosNorm.z : screenPosNorm.z * 0.5 + 0.5; 29 | // real sampleCameraDepth = SampleCameraDepth(screenPosNorm.xy); 30 | return screenPosNorm; 31 | } 32 | 33 | void DepthFadeLinear_float(real fadeDist, real4 screenPos, real sampleCameraDepth, out real Output) 34 | { 35 | real4 screenPosNorm = GetScreenPosNorm(screenPos); 36 | real screenDepth = LinearEyeDepth(sampleCameraDepth, _ZBufferParams); 37 | real distanceDepth = (screenDepth - LinearEyeDepth(screenPosNorm.z, _ZBufferParams)) / (fadeDist); 38 | 39 | Output = distanceDepth; 40 | } 41 | 42 | void DepthFadeRaw_float(real fadeDist, real4 screenPos, real sampleCameraDepth, out real Output) 43 | { 44 | real4 screenPosNorm = GetScreenPosNorm(screenPos); 45 | real screenDepth = sampleCameraDepth * (_ProjectionParams.z - _ProjectionParams.y); 46 | real distanceDepth = (screenDepth - LinearEyeDepth(screenPosNorm.z, _ZBufferParams)) / (fadeDist); 47 | 48 | Output = distanceDepth; 49 | } 50 | 51 | // Billboard form ASE 52 | real4x4 Billboard_GetMatrix(real3 upCamVec) 53 | { 54 | //Calculate new billboard vertex position and normal; 55 | real3 forwardCamVec = -normalize(UNITY_MATRIX_V._m20_m21_m22); 56 | real3 rightCamVec = normalize(UNITY_MATRIX_V._m00_m01_m02); 57 | real4x4 rotationCamMatrix = real4x4(rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1); 58 | return rotationCamMatrix; 59 | } 60 | 61 | real3 Billboard_GetPositionOS_IgnoreRotation(real3 upCamVec, real3 positionOS) 62 | { 63 | real4x4 rotationCamMatrix = Billboard_GetMatrix(upCamVec); 64 | 65 | positionOS.x *= length(GetObjectToWorldMatrix()._m00_m10_m20); 66 | positionOS.y *= length(GetObjectToWorldMatrix()._m01_m11_m21); 67 | positionOS.z *= length(GetObjectToWorldMatrix()._m02_m12_m22); 68 | positionOS = mul(positionOS, rotationCamMatrix); 69 | //positionOS.xyz += GetObjectToWorldMatrix()._m03_m13_m23; 70 | //Need to nullify rotation inserted by generated surface shader; 71 | positionOS = mul(GetWorldToObjectMatrix(), positionOS); 72 | 73 | return positionOS; 74 | } 75 | 76 | real3 Billboard_GetPositionOS(real3 upCamVec, real3 positionOS) 77 | { 78 | real4x4 rotationCamMatrix = Billboard_GetMatrix(upCamVec); 79 | 80 | //This unfortunately must be made to take non-uniform scaling into account; 81 | //Transform to world coords, apply rotation and transform back to local; 82 | positionOS = mul(real4(positionOS, 0), GetObjectToWorldMatrix()).xyz; 83 | positionOS = mul(real4(positionOS, 0), rotationCamMatrix).xyz; 84 | positionOS = mul(real4(positionOS, 0), GetWorldToObjectMatrix()).xyz; 85 | 86 | return positionOS; 87 | } 88 | 89 | real3 Billboard_GetNormalOS(real3 upCamVec, real3 normalOS) 90 | { 91 | real4x4 rotationCamMatrix = Billboard_GetMatrix(upCamVec); 92 | 93 | normalOS = normalize(mul(real4(normalOS, 0), rotationCamMatrix)).xyz; 94 | return normalOS; 95 | } 96 | 97 | real3 Billboard_GetTangentOS(real3 upCamVec, real3 tangentOS) 98 | { 99 | real4x4 rotationCamMatrix = Billboard_GetMatrix(upCamVec); 100 | 101 | tangentOS.xyz = normalize(mul(real4(tangentOS.xyz, 0), rotationCamMatrix)).xyz; 102 | return tangentOS; 103 | } 104 | 105 | // For ShaderGraph 106 | void Billboard_IgnoreRotation_float(real3 upCamVec, real3 positionOS, real3 normalOS, real3 tangentOS, out real3 out_positionOS, out real3 out_normalOS, out real3 out_tangentOS) 107 | { 108 | out_positionOS = Billboard_GetPositionOS_IgnoreRotation(upCamVec, positionOS); 109 | out_normalOS = Billboard_GetNormalOS(upCamVec, normalOS); 110 | out_tangentOS = Billboard_GetTangentOS(upCamVec, tangentOS); 111 | } 112 | 113 | void Billboard_float(real3 upCamVec, real3 positionOS, real3 normalOS, real3 tangentOS, out real3 out_positionOS, out real3 out_normalOS, out real3 out_tangentOS) 114 | { 115 | out_positionOS = Billboard_GetPositionOS(upCamVec, positionOS); 116 | out_normalOS = Billboard_GetNormalOS(upCamVec, normalOS); 117 | out_tangentOS = Billboard_GetTangentOS(upCamVec, tangentOS); 118 | } 119 | 120 | real3 IsShadowCasterPass(real3 shadowCasterPass, real3 otherPass) 121 | { 122 | real3 Out = 0; 123 | #if (SHADERPASS == SHADERPASS_SHADOWCASTER) 124 | Out = shadowCasterPass; 125 | #else 126 | Out = otherPass; 127 | #endif 128 | return Out; 129 | } 130 | 131 | void IsShadowCasterPass_float(real3 shadowCasterPass, real3 otherPass, out real3 Out) 132 | { 133 | Out = IsShadowCasterPass(shadowCasterPass, otherPass); 134 | } 135 | 136 | void IsShadowCasterPass_half(real3 shadowCasterPass, real3 otherPass, out real3 Out) 137 | { 138 | Out = IsShadowCasterPass(shadowCasterPass, otherPass); 139 | } 140 | 141 | #endif -------------------------------------------------------------------------------- /ShaderLibrary/ShadergraphExtensionsCommon.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73b239414f1c02943bbb6469f29b7fef 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /ShaderLibrary/ShadergraphExtensionsHDRP.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef SHADERGRAPH_EXTENSIONS_HDRP 2 | #define SHADERGRAPH_EXTENSIONS_HDRP 3 | 4 | #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl" 5 | 6 | // Light Color from ASE 7 | // For ShaderGraph 8 | StructuredBuffer _GetLightDatas; 9 | void GetLightColor_float(out real3 Out) 10 | { 11 | Out = _GetLightDatas[0].color.rgb; 12 | } 13 | 14 | #endif -------------------------------------------------------------------------------- /ShaderLibrary/ShadergraphExtensionsHDRP.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7fa31eb22a7b5fe4cbca70ecdfe2e9f0 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | preprocessorOverride: 0 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /ShaderLibrary/ShadergraphExtensionsURP.hlsl: 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