// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "FZDL_Shader/Particles/JR_Particle_2Noise_Soft"
{
	Properties
	{
		[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
		[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
		[ASEBegin]_Noise01("Noise01", 2D) = "white" {}
		_Noise01_SpeedU("Noise01_SpeedU", Float) = 0
		_Noise01_SpeedV("Noise01_SpeedV", Float) = -0.35
		_Noise02("Noise02", 2D) = "white" {}
		_Noise02_SpeedU("Noise02_SpeedU", Float) = 0
		_Noise02_SpeedV("Noise02_SpeedV", Float) = -0.5
		_Mask("Mask", 2D) = "white" {}
		[HDR]_Color1("Color 1", Color) = (0.9078448,2.12885,4.09496,0)
		[HDR]_Color0("Color 0", Color) = (2.159851,0,0,0)
		_Max("Max", Range( 0.01 , 1)) = 0.1158031
		_Min02("Min02", Range( 0 , 1)) = 0.01783617
		_Max02("Max02", Range( 0.01 , 0.2)) = 0.01
		_MaskNoiseScale("MaskNoiseScale", Range( 0 , 10)) = 1
		[ASEEnd]_MaskNoiseOffset("MaskNoiseOffset", Range( -1 , 1)) = 0


        [Header(Advanced)]
        [Main(Soft Particle,_SOFTPARTICLES_ON,0)] FZDL_SOFT_PARTICLE("Soft Particle",float) = 0
        [Title(Soft Particle,Distance)]
        // [Sub(Soft Particle)] _SoftParticle_Near("Near",Range(0.0 , 5.0)) = 1 
        // [Sub(Soft Particle)] _SoftParticle_Far("far",Range(0.0 , 10.0)) = 1 
        [Sub(Soft Particle)] _DepthFade("Depth Fade",Range( 0.001 , 20)) = 0.1 
        [Sub(Soft Particle)] _DepthThresh("Depth Thresh",Range( 0.001 , 20)) = 2 

        [Main(Edge Particle,_EDGE_ON,0)] FZDL_EDGE_PARTICLE("Edge Particle",float) = 0
        [Title(Edge Particle, EdgeValue)]
        [SubToggle(Edge Particle, _EDGE_WITHOUTMASK_ON)] _EdgeMaskWithOut("Edge mask without", float) = 0
        [Sub(Edge Particle)] [HDR]_EdgeColor("Edge Color", color) = (1,1,1,1)
        [Sub(Edge Particle)] _EdgeRange("Edge Range",Range( 0.001 , 20)) = 0.1 
        [Sub(Edge Particle)] _EdgeThresh("Edge Thresh",Range( 0.001 , 20)) = 2 

        [Main(Camera Fading,_FADING_ON,0)] FZDL_CAMERA_FADE("Camera Fading",float) = 0
        [Title(Camera Fading,Distance)]
        [Sub(Camera Fading)] _Fade_Near("Near",float) = 1 
        [Sub(Camera Fading)] _Fade_Far("far",float) = 1 

        [Toggle(_VOLUMETRIC_FOG_ON)] _VolumetricFog("Volumetric Fog",float) = 1
        [Toggle(_ALPHATEST_ON)] _AlphaTest("Alpha Test",float) = 0

		[Header(CullMode)]
        [Enum(UnityEngine.Rendering.CullMode)]_Cull("剔除模式", float) = 2

        [Header(Depth)]
        [Enum(Off, 0, On, 1)]_ZWrite("是否写入深度", float) = 0

        [Enum(UnityEngine.Rendering.BlendMode)]_Src("源颜色", float) = 5
        [Enum(UnityEngine.Rendering.BlendMode)]_Dst("目标颜色", float) = 10
        [Enum(UnityEngine.Rendering.BlendOp)]_BlendOp("混合模式", float) = 0
	}
	
	SubShader
	{
				


            
                  
                  
        Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent+100" }
 
		
 
		Pass
		{ 
            Name "Forward"
            
			
            Cull [_Cull]
            ZWrite [_ZWrite]
            Blend [_Src] [_Dst]
            BlendOp [_BlendOp]
            LOD 100

			HLSLPROGRAM



            #pragma multi_compile_instancing
            #define ASE_SRP_VERSION 70501




            #pragma shader_feature_local _SOFTPARTICLES_ON
            #pragma shader_feature_local _EDGE_ON
            #pragma shader_feature_local _EDGE_WITHOUTMASK_ON
            #pragma shader_feature_local _FADING_ON
            #pragma shader_feature_local _ALPHATEST_ON
            #pragma shader_feature_local _VOLUMETRIC_FOG_ON

            #pragma vertex vert
            #pragma fragment frag

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
            #include "../../Shader/HLSL/Environment/Sky&Fog/VolumetricFogForObject.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl"
            #define ASE_NEEDS_FRAG_COLOR



            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
                half4 color : COLOR;
                
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };
 
            struct v2f
            {
                half4 color                     : COLOR;
                float4 uv                       : TEXCOORD0;
                float4 vertex                   : SV_POSITION;
            #if defined(_SOFTPARTICLES_ON) || defined(_EDGE_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
                float4 JRScreen        : TEXCOORD1;
            #endif

            #if defined(_VOLUMETRIC_FOG_ON)
                float4 fogCoord : TEXCOORD2;
            #endif    
                
                UNITY_VERTEX_INPUT_INSTANCE_ID     
                UNITY_VERTEX_OUTPUT_STEREO           
            };


            CBUFFER_START(UnityPerMaterial)
            float4 _Noise01_ST;
            float4 _Mask_ST;
            float4 _Noise02_ST;
            float4 _Color1;
            float4 _Color0;
            float _Max;
            float _Noise01_SpeedU;
            float _Noise01_SpeedV;
            float _Noise02_SpeedU;
            float _Noise02_SpeedV;
            float _MaskNoiseScale;
            float _MaskNoiseOffset;
            float _Min02;
            float _Max02;
            float _Fade_Near;
            float _Fade_Far;
            // float _SoftParticle_Near;       //无用参数
            // float _SoftParticle_Far;        //无用参数
            float _DepthFade;
            float _DepthThresh;

            float4 _EdgeColor;
            float _EdgeRange;
            float _EdgeThresh;
            CBUFFER_END

            TEXTURE2D(_CameraColorTexture);
            SAMPLER(sampler_CameraColorTexture);
            // TEXTURE2D(_CameraDepthTexture);
            // SAMPLER(sampler_CameraDepthTexture);

            sampler2D _Noise01;
            sampler2D _Mask;
            sampler2D _Noise02;


            v2f vert (appdata v )
            {
                v2f o;
                UNITY_SETUP_INSTANCE_ID ( v );
                UNITY_TRANSFER_INSTANCE_ID(v, o);

                // ase common template code
                

                float3 vertexValue = 0;

                VertexPositionInputs PosIN = GetVertexPositionInputs(v.vertex.xyz + vertexValue);
                o.vertex = PosIN.positionCS;
                o.uv.xy = v.uv;
            #if defined(_SOFTPARTICLES_ON) || defined(_EDGE_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
                o.JRScreen = ComputeScreenPos(PosIN.positionCS);
            #endif
                o.color = v.color;

            #if defined(_VOLUMETRIC_FOG_ON)    
                o.fogCoord = VolumetricFog_GetFogCoord(PosIN.positionNDC, PosIN.positionVS.z);
            #endif    

                return o;
            }

            half4 frag (v2f i ) : SV_Target
            {   

                // ase common template code
                float temp_output_230_0 = ( 1.0 - i.color.a );
                float2 uv_Noise01 = i.uv.xy * _Noise01_ST.xy + _Noise01_ST.zw;
                float mulTime176 = _TimeParameters.x * _Noise01_SpeedU;
                float mulTime174 = _TimeParameters.x * _Noise01_SpeedV;
                float2 appendResult178 = (float2(frac( mulTime176 ) , frac( mulTime174 )));
                float4 tex2DNode8 = tex2D( _Noise01, ( uv_Noise01 + appendResult178 ) );
                float2 uv_Mask = i.uv.xy * _Mask_ST.xy + _Mask_ST.zw;
                float2 uv_Noise02 = i.uv.xy * _Noise02_ST.xy + _Noise02_ST.zw;
                float mulTime15 = _TimeParameters.x * _Noise02_SpeedU;
                float mulTime16 = _TimeParameters.x * _Noise02_SpeedV;
                float2 appendResult17 = (float2(frac( mulTime15 ) , frac( mulTime16 )));
                float4 tex2DNode23 = tex2D( _Noise02, ( uv_Noise02 + appendResult17 ) );
                float4 tex2DNode114 = tex2D( _Mask, ( ( uv_Mask + ( ( tex2DNode8.r * tex2DNode23.r ) * _MaskNoiseScale ) ) + _MaskNoiseOffset ) );
                float temp_output_132_0 = ( ( tex2DNode8.r * tex2DNode114.r ) + ( tex2DNode114.r * tex2DNode23.r ) );
                float smoothstepResult152 = smoothstep( temp_output_230_0 , ( temp_output_230_0 + _Max ) , temp_output_132_0);
                float smoothstepResult159 = smoothstep( _Min02 , ( _Min02 + _Max02 ) , temp_output_132_0);
                


                half3 fin_rgb = ( ( ( smoothstepResult152 - smoothstepResult159 ) * _Color1 ) + ( smoothstepResult159 * _Color0 ) ).rgb;
                half fin_a = smoothstepResult152;
            #if defined(_EDGE_ON)
                float4 screenPos2 = i.JRScreen;
                float2 uv2 = UnityStereoTransformScreenSpaceTex(screenPos2.xy / screenPos2.w);
                float eyeDepth2 = LinearEyeDepth((SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, uv2)).r,_ZBufferParams);
                float TempOutput2 = eyeDepth2 - screenPos2.w;
                half edge = (1 - lerp( saturate(_EdgeRange * TempOutput2) , 1 , saturate(TempOutput2 / _EdgeThresh)));
                half3 edgeColor = edge * _EdgeColor.rgb;
            #if defined(_EDGE_WITHOUTMASK_ON)
                //edge = (1 - lerp( saturate(_EdgeRange * TempOutput2) , 1 , saturate(TempOutput2 / _EdgeThresh))) * _EdgeColor.rgb;
                fin_a = saturate(edge + fin_a);
            #endif
                fin_rgb = lerp(fin_rgb, edgeColor,edge);
            #endif


                //alphatest
            #ifdef _ALPHATEST_ON
                half clip_thresh = 0;

                AlphaDiscard(fin_a, clip_thresh);

            #endif
 
                fin_rgb *= i.color;

            #if defined(_SOFTPARTICLES_ON)
                float4 screenPos = i.JRScreen;
                float2 uv = UnityStereoTransformScreenSpaceTex(screenPos.xy / screenPos.w);
                //float eyeDepth = Linear01Depth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, screenPos).r, _ZBufferParams);
                float eyeDepth = LinearEyeDepth((SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, uv)).r,_ZBufferParams);
                float TempOutput = eyeDepth - screenPos.w;
                fin_a = lerp( saturate(_DepthFade * TempOutput) , 1 , saturate(TempOutput / _DepthThresh)) * fin_a;
                //fin_a *= SoftParticles(_SoftParticle_Near,1.0/(_SoftParticle_Far - _SoftParticle_Near),i.projectedPosition);
            #endif


 
            #if defined(_FADING_ON)
                fin_a *= CameraFade(_Fade_Near, 1.0/(_Fade_Far - _Fade_Near), i.JRScreen);
            #endif

            #if defined(_DISTORTION_ON)
                float2 distortionOffset = 0;
                float distortionBlend = 0;
                float2 screenUV = (i.projectedPosition.xy / i.projectedPosition.w) + distortionOffset;
                screenUV = UnityStereoTransformScreenSpaceTex(screenUV);
                float4 Distortion = SAMPLE_TEXTURE2D_X(_CameraColorTexture, sampler_CameraColorTexture, screenUV);
                fin_rgb = lerp( Distortion.rgb, fin_rgb,saturate(fin_a - distortionBlend));
            #endif      


            #if defined(_VOLUMETRIC_FOG_ON)    
                fin_rgb = i.fogCoord.w == 0 ? fin_rgb : VolumetricFog_GetFog(fin_rgb, i.fogCoord);
            #endif  

                return half4(fin_rgb,fin_a);
            }
            ENDHLSL
		}
	}

    CustomEditor "FZDL.ShaderDrawer.LWGUI" 
    Fallback "Hidden/InternalErrorShader"
	
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WireConnection;228;0;211;0
WireConnection;228;1;229;0
WireConnection;114;1;228;0
WireConnection;9;0;8;1
WireConnection;9;1;114;1
WireConnection;230;0;187;4
WireConnection;21;0;114;1
WireConnection;21;1;23;1
WireConnection;155;0;230;0
WireConnection;155;1;154;0
WireConnection;158;0;157;0
WireConnection;158;1;156;0
WireConnection;132;0;9;0
WireConnection;132;1;21;0
WireConnection;159;0;132;0
WireConnection;159;1;157;0
WireConnection;159;2;158;0
WireConnection;152;0;132;0
WireConnection;152;1;230;0
WireConnection;152;2;155;0
WireConnection;151;0;152;0
WireConnection;151;1;159;0
WireConnection;145;0;159;0
WireConnection;145;1;146;0
WireConnection;217;0;151;0
WireConnection;217;1;148;0
WireConnection;216;0;217;0
WireConnection;216;1;145;0
WireConnection;182;0;216;0
WireConnection;182;1;152;0
ASEEND*/
//CHKSM=CDD01688E6803250BC860320CAC26642D173FAC8