Files
Temp.BattleRoyale.Map.Unity/Assets/HPA/Shaders/GeneratedFromGraph/GeneratedFromGraph-Grass_01_v2.shader
CortexCore a379dc5cd3 1
2024-05-13 01:28:33 +08:00

8255 lines
398 KiB
GLSL

Shader "Grass_01_v2_Compatible"
{
Properties
{
[NoScaleOffset]Texture2D_B18C2857("Texture2D", 2D) = "white" {}
[NoScaleOffset]Texture2D_E933B04B("Normal", 2D) = "white" {}
_Normal_Strength("Normal_Strength", Range(0, 1)) = 0.5
Vector2_EC93FC28("Wind_Movement", Vector) = (6, 0, 0, 0)
Vector1_B7976139("Wind_Density", Float) = 2
Vector1_C39A3E90("Wind_Strength", Float) = 0.3
[NoScaleOffset]Texture2D_C3D58803("Ramp", 2D) = "white" {}
Alpha_Threshold("Alpha_Threshold", Range(0, 1)) = 0.5
_Luminosity("Luminosity", Range(0, 5)) = 1
[HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
[HideInInspector]_QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"UniversalMaterialType" = "Lit"
"Queue"="AlphaTest"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Cull Off
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _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 _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define _FOG_FRAGMENT 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float3 viewDirectionWS;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float3 WorldSpacePosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float3 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
float3 interp4 : INTERP4;
float2 interp5 : INTERP5;
float2 interp6 : INTERP6;
float3 interp7 : INTERP7;
float4 interp8 : INTERP8;
float4 interp9 : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
output.interp3.xyzw = input.texCoord0;
output.interp4.xyz = input.viewDirectionWS;
#if defined(LIGHTMAP_ON)
output.interp5.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp6.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp7.xyz = input.sh;
#endif
output.interp8.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp9.xyzw = input.shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
output.texCoord0 = input.interp3.xyzw;
output.viewDirectionWS = input.interp4.xyz;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp5.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp6.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp7.xyz;
#endif
output.fogFactorAndVertexLight = input.interp8.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp9.xyzw;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
{
// RGB to HSV
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
float V = (D == 0) ? Q.x : (Q.x + E);
float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
float hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0 = _Luminosity;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2;
Unity_GradientNoise_float((IN.WorldSpacePosition.xy), 3, _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2);
float _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2;
Unity_Add_float(_GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2, 0.6, _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2);
float4 _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2;
Unity_Multiply_float4_float4(_SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0, (_Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2);
float4 _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2;
Unity_Multiply_float4_float4((_Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2, _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2);
float3 _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
Unity_Hue_Degrees_float((_Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2.xyz), 5, _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2);
UnityTexture2D _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_E933B04B);
float4 _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.tex, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.samplerstate, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.GetTransformedUV(IN.uv0.xy));
_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0);
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_R_4 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.r;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_G_5 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.g;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_B_6 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.b;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_A_7 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.a;
float _Property_032c33beaac840d58b4e508ae522a70c_Out_0 = _Normal_Strength;
float3 _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.xyz), _Property_032c33beaac840d58b4e508ae522a70c_Out_0, _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2);
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.BaseColor = _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
surface.NormalTS = _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
surface.Emission = float3(0, 0, 0);
surface.Metallic = 0;
surface.Smoothness = 0;
surface.Occlusion = 1;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpacePosition = input.positionWS;
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
// Render State
Cull Off
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#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_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile_fragment _ DEBUG_DISPLAY
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_GBUFFER
#define _FOG_FRAGMENT 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float3 viewDirectionWS;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float3 WorldSpacePosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float3 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
float3 interp4 : INTERP4;
float2 interp5 : INTERP5;
float2 interp6 : INTERP6;
float3 interp7 : INTERP7;
float4 interp8 : INTERP8;
float4 interp9 : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
output.interp3.xyzw = input.texCoord0;
output.interp4.xyz = input.viewDirectionWS;
#if defined(LIGHTMAP_ON)
output.interp5.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp6.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp7.xyz = input.sh;
#endif
output.interp8.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp9.xyzw = input.shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
output.texCoord0 = input.interp3.xyzw;
output.viewDirectionWS = input.interp4.xyz;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp5.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp6.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp7.xyz;
#endif
output.fogFactorAndVertexLight = input.interp8.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp9.xyzw;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
{
// RGB to HSV
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
float V = (D == 0) ? Q.x : (Q.x + E);
float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
float hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0 = _Luminosity;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2;
Unity_GradientNoise_float((IN.WorldSpacePosition.xy), 3, _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2);
float _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2;
Unity_Add_float(_GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2, 0.6, _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2);
float4 _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2;
Unity_Multiply_float4_float4(_SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0, (_Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2);
float4 _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2;
Unity_Multiply_float4_float4((_Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2, _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2);
float3 _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
Unity_Hue_Degrees_float((_Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2.xyz), 5, _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2);
UnityTexture2D _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_E933B04B);
float4 _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.tex, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.samplerstate, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.GetTransformedUV(IN.uv0.xy));
_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0);
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_R_4 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.r;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_G_5 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.g;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_B_6 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.b;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_A_7 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.a;
float _Property_032c33beaac840d58b4e508ae522a70c_Out_0 = _Normal_Strength;
float3 _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.xyz), _Property_032c33beaac840d58b4e508ae522a70c_Out_0, _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2);
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.BaseColor = _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
surface.NormalTS = _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
surface.Emission = float3(0, 0, 0);
surface.Metallic = 0;
surface.Smoothness = 0;
surface.Occlusion = 1;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpacePosition = input.positionWS;
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// Render State
Cull Off
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.normalWS;
output.interp1.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.normalWS = input.interp0.xyz;
output.texCoord0 = input.interp1.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// Render State
Cull Off
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Off
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.normalWS;
output.interp1.xyzw = input.tangentWS;
output.interp2.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.normalWS = input.interp0.xyz;
output.tangentWS = input.interp1.xyzw;
output.texCoord0 = input.interp2.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 NormalTS;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_E933B04B);
float4 _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.tex, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.samplerstate, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.GetTransformedUV(IN.uv0.xy));
_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0);
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_R_4 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.r;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_G_5 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.g;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_B_6 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.b;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_A_7 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.a;
float _Property_032c33beaac840d58b4e508ae522a70c_Out_0 = _Normal_Strength;
float3 _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.xyz), _Property_032c33beaac840d58b4e508ae522a70c_Out_0, _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2);
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.NormalTS = _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_META
#define _FOG_FRAGMENT 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
float4 texCoord1;
float4 texCoord2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 WorldSpacePosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyzw = input.texCoord0;
output.interp2.xyzw = input.texCoord1;
output.interp3.xyzw = input.texCoord2;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.texCoord0 = input.interp1.xyzw;
output.texCoord1 = input.interp2.xyzw;
output.texCoord2 = input.interp3.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
{
// RGB to HSV
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
float V = (D == 0) ? Q.x : (Q.x + E);
float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
float hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0 = _Luminosity;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2;
Unity_GradientNoise_float((IN.WorldSpacePosition.xy), 3, _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2);
float _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2;
Unity_Add_float(_GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2, 0.6, _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2);
float4 _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2;
Unity_Multiply_float4_float4(_SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0, (_Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2);
float4 _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2;
Unity_Multiply_float4_float4((_Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2, _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2);
float3 _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
Unity_Hue_Degrees_float((_Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2.xyz), 5, _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2);
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.BaseColor = _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
surface.Emission = float3(0, 0, 0);
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.WorldSpacePosition = input.positionWS;
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
// Name: <None>
Tags
{
"LightMode" = "Universal2D"
}
// Render State
Cull Off
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_2D
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 WorldSpacePosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.texCoord0 = input.interp1.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
{
// RGB to HSV
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
float V = (D == 0) ? Q.x : (Q.x + E);
float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
float hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0 = _Luminosity;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2;
Unity_GradientNoise_float((IN.WorldSpacePosition.xy), 3, _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2);
float _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2;
Unity_Add_float(_GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2, 0.6, _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2);
float4 _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2;
Unity_Multiply_float4_float4(_SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0, (_Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2);
float4 _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2;
Unity_Multiply_float4_float4((_Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2, _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2);
float3 _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
Unity_Hue_Degrees_float((_Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2.xyz), 5, _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2);
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.BaseColor = _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.WorldSpacePosition = input.positionWS;
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"UniversalMaterialType" = "Lit"
"Queue"="AlphaTest"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Cull Off
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#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_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _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 _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define _FOG_FRAGMENT 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float3 viewDirectionWS;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float3 WorldSpacePosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float3 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
float3 interp4 : INTERP4;
float2 interp5 : INTERP5;
float2 interp6 : INTERP6;
float3 interp7 : INTERP7;
float4 interp8 : INTERP8;
float4 interp9 : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
output.interp3.xyzw = input.texCoord0;
output.interp4.xyz = input.viewDirectionWS;
#if defined(LIGHTMAP_ON)
output.interp5.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp6.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp7.xyz = input.sh;
#endif
output.interp8.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp9.xyzw = input.shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
output.texCoord0 = input.interp3.xyzw;
output.viewDirectionWS = input.interp4.xyz;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp5.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp6.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp7.xyz;
#endif
output.fogFactorAndVertexLight = input.interp8.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp9.xyzw;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
{
// RGB to HSV
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
float V = (D == 0) ? Q.x : (Q.x + E);
float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
float hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0 = _Luminosity;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2;
Unity_GradientNoise_float((IN.WorldSpacePosition.xy), 3, _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2);
float _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2;
Unity_Add_float(_GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2, 0.6, _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2);
float4 _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2;
Unity_Multiply_float4_float4(_SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0, (_Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2);
float4 _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2;
Unity_Multiply_float4_float4((_Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2, _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2);
float3 _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
Unity_Hue_Degrees_float((_Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2.xyz), 5, _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2);
UnityTexture2D _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_E933B04B);
float4 _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.tex, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.samplerstate, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.GetTransformedUV(IN.uv0.xy));
_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0);
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_R_4 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.r;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_G_5 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.g;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_B_6 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.b;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_A_7 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.a;
float _Property_032c33beaac840d58b4e508ae522a70c_Out_0 = _Normal_Strength;
float3 _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.xyz), _Property_032c33beaac840d58b4e508ae522a70c_Out_0, _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2);
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.BaseColor = _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
surface.NormalTS = _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
surface.Emission = float3(0, 0, 0);
surface.Metallic = 0;
surface.Smoothness = 0;
surface.Occlusion = 1;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpacePosition = input.positionWS;
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// Render State
Cull Off
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.normalWS;
output.interp1.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.normalWS = input.interp0.xyz;
output.texCoord0 = input.interp1.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// Render State
Cull Off
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Off
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.normalWS;
output.interp1.xyzw = input.tangentWS;
output.interp2.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.normalWS = input.interp0.xyz;
output.tangentWS = input.interp1.xyzw;
output.texCoord0 = input.interp2.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 NormalTS;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_E933B04B);
float4 _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.tex, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.samplerstate, _Property_b48e111d2b6a488c93d88bd4f120c5f9_Out_0.GetTransformedUV(IN.uv0.xy));
_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0);
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_R_4 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.r;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_G_5 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.g;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_B_6 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.b;
float _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_A_7 = _SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.a;
float _Property_032c33beaac840d58b4e508ae522a70c_Out_0 = _Normal_Strength;
float3 _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_efe8f8fc91d40c88ae919e88dfd1758e_RGBA_0.xyz), _Property_032c33beaac840d58b4e508ae522a70c_Out_0, _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2);
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.NormalTS = _NormalStrength_9b9e9bf8069a42888b650f5735fe4abd_Out_2;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_META
#define _FOG_FRAGMENT 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
float4 texCoord1;
float4 texCoord2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 WorldSpacePosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyzw = input.texCoord0;
output.interp2.xyzw = input.texCoord1;
output.interp3.xyzw = input.texCoord2;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.texCoord0 = input.interp1.xyzw;
output.texCoord1 = input.interp2.xyzw;
output.texCoord2 = input.interp3.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
{
// RGB to HSV
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
float V = (D == 0) ? Q.x : (Q.x + E);
float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
float hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0 = _Luminosity;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2;
Unity_GradientNoise_float((IN.WorldSpacePosition.xy), 3, _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2);
float _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2;
Unity_Add_float(_GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2, 0.6, _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2);
float4 _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2;
Unity_Multiply_float4_float4(_SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0, (_Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2);
float4 _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2;
Unity_Multiply_float4_float4((_Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2, _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2);
float3 _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
Unity_Hue_Degrees_float((_Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2.xyz), 5, _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2);
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.BaseColor = _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
surface.Emission = float3(0, 0, 0);
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.WorldSpacePosition = input.positionWS;
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
// Name: <None>
Tags
{
"LightMode" = "Universal2D"
}
// Render State
Cull Off
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_2D
#define _ALPHATEST_ON 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 WorldSpacePosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 WorldSpaceNormal;
float3 ObjectSpaceTangent;
float3 WorldSpaceTangent;
float3 ObjectSpaceBiTangent;
float3 WorldSpaceBiTangent;
float3 ObjectSpacePosition;
float3 WorldSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.texCoord0 = input.interp1.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 Texture2D_B18C2857_TexelSize;
float4 Texture2D_E933B04B_TexelSize;
float2 Vector2_EC93FC28;
float Vector1_B7976139;
float Vector1_C39A3E90;
float4 Texture2D_C3D58803_TexelSize;
float Alpha_Threshold;
float _Normal_Strength;
float _Luminosity;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(Texture2D_B18C2857);
SAMPLER(samplerTexture2D_B18C2857);
TEXTURE2D(Texture2D_E933B04B);
SAMPLER(samplerTexture2D_E933B04B);
TEXTURE2D(Texture2D_C3D58803);
SAMPLER(samplerTexture2D_C3D58803);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
float2 Unity_GradientNoise_Dir_float(float2 p)
{
// Permutation and hashing used in webgl-nosie goo.gl/pX7HtC
p = p % 289;
// need full precision, otherwise half overflows when p > 1
float x = float(34 * p.x + 1) * p.x % 289 + p.y;
x = (34 * x + 1) * x % 289;
x = frac(x / 41) * 2 - 1;
return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5));
}
void Unity_GradientNoise_float(float2 UV, float Scale, out float Out)
{
float2 p = UV * Scale;
float2 ip = floor(p);
float2 fp = frac(p);
float d00 = dot(Unity_GradientNoise_Dir_float(ip), fp);
float d01 = dot(Unity_GradientNoise_Dir_float(ip + float2(0, 1)), fp - float2(0, 1));
float d10 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 0)), fp - float2(1, 0));
float d11 = dot(Unity_GradientNoise_Dir_float(ip + float2(1, 1)), fp - float2(1, 1));
fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10);
Out = lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x) + 0.5;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_DotProduct_float4(float4 A, float4 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Hue_Degrees_float(float3 In, float Offset, out float3 Out)
{
// RGB to HSV
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 P = lerp(float4(In.bg, K.wz), float4(In.gb, K.xy), step(In.b, In.g));
float4 Q = lerp(float4(P.xyw, In.r), float4(In.r, P.yzx), step(P.x, In.r));
float D = Q.x - min(Q.w, Q.y);
float E = 1e-10;
float V = (D == 0) ? Q.x : (Q.x + E);
float3 hsv = float3(abs(Q.z + (Q.w - Q.y)/(6.0 * D + E)), D / (Q.x + E), V);
float hue = hsv.x + Offset / 360;
hsv.x = (hue < 0)
? hue + 1
: (hue > 1)
? hue - 1
: hue;
// HSV to RGB
float4 K2 = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
float3 P2 = abs(frac(hsv.xxx + K2.xyz) * 6.0 - K2.www);
Out = hsv.z * lerp(K2.xxx, saturate(P2 - K2.xxx), hsv.y);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float _Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0 = Vector1_C39A3E90;
float2 _Property_51db9fe5f8707d8fa4507c481749556e_Out_0 = Vector2_EC93FC28;
float2 _Multiply_d93244631121ab899bc52aade4ded114_Out_2;
Unity_Multiply_float2_float2((IN.TimeParameters.x.xx), _Property_51db9fe5f8707d8fa4507c481749556e_Out_0, _Multiply_d93244631121ab899bc52aade4ded114_Out_2);
float2 _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3;
Unity_TilingAndOffset_float((IN.WorldSpacePosition.xy), float2 (1, 1), _Multiply_d93244631121ab899bc52aade4ded114_Out_2, _TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3);
float _Property_a99d72da27ad61808450823e32ff058d_Out_0 = Vector1_B7976139;
float _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2;
Unity_GradientNoise_float(_TilingAndOffset_3530a825f1ab538c83081b0cd6bf5c56_Out_3, _Property_a99d72da27ad61808450823e32ff058d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2);
float _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2;
Unity_Multiply_float_float(_Property_76ac5abcc34fd283a4f4bb1d20eeef0d_Out_0, _GradientNoise_db66c0952848e8849986524e24bc213d_Out_2, _Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2);
UnityTexture2D _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_C3D58803);
#if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
#else
float4 _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.tex, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.samplerstate, _Property_10032359bb7d4b8c96b9f4726b1cf6c5_Out_0.GetTransformedUV(IN.uv0.xy), 0);
#endif
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_R_5 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.r;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_G_6 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.g;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_B_7 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.b;
float _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_A_8 = _SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0.a;
float _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2;
Unity_DotProduct_float4(_SampleTexture2DLOD_79c57572601e4fb19d609798681e84af_RGBA_0, float4(0, 0.5, 0, 0), _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2);
float _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2;
Unity_Multiply_float_float(_Multiply_2de06a712ae58584b3aa5519bd3071cf_Out_2, _DotProduct_a2b4edeb9c9344d69e54a83053a9c111_Out_2, _Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2);
float _Split_00fd5896a472d482b73269374a947f07_R_1 = IN.WorldSpacePosition[0];
float _Split_00fd5896a472d482b73269374a947f07_G_2 = IN.WorldSpacePosition[1];
float _Split_00fd5896a472d482b73269374a947f07_B_3 = IN.WorldSpacePosition[2];
float _Split_00fd5896a472d482b73269374a947f07_A_4 = 0;
float _Add_811329329cfbd18fb3e807f2cd027976_Out_2;
Unity_Add_float(_Multiply_e8f5063f5242f48fbb4188ca9a3d2e86_Out_2, _Split_00fd5896a472d482b73269374a947f07_R_1, _Add_811329329cfbd18fb3e807f2cd027976_Out_2);
float4 _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4;
float3 _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5;
float2 _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6;
Unity_Combine_float(_Add_811329329cfbd18fb3e807f2cd027976_Out_2, _Split_00fd5896a472d482b73269374a947f07_G_2, _Split_00fd5896a472d482b73269374a947f07_B_3, 0, _Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4, _Combine_996911cbfbe4c48695bf9a06762190cb_RGB_5, _Combine_996911cbfbe4c48695bf9a06762190cb_RG_6);
float4 _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0 = IN.uv0;
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_R_1 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[0];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[1];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_B_3 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[2];
float _Split_ea7d7bb5df72d187b5c28e6d812f5283_A_4 = _UV_b8b1d1dc8b5f8084a0b032acb7a1487a_Out_0[3];
float3 _Lerp_671d23c02bbda885b7de9901db258bec_Out_3;
Unity_Lerp_float3(IN.WorldSpacePosition, (_Combine_996911cbfbe4c48695bf9a06762190cb_RGBA_4.xyz), (_Split_ea7d7bb5df72d187b5c28e6d812f5283_G_2.xxx), _Lerp_671d23c02bbda885b7de9901db258bec_Out_3);
float3 _Transform_5289292aa2111a8493f276a8d330172a_Out_1 = TransformWorldToObject(_Lerp_671d23c02bbda885b7de9901db258bec_Out_3.xyz);
description.Position = _Transform_5289292aa2111a8493f276a8d330172a_Out_1;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0 = _Luminosity;
UnityTexture2D _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0 = UnityBuildTexture2DStructNoScale(Texture2D_B18C2857);
float4 _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0 = SAMPLE_TEXTURE2D(_Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.tex, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.samplerstate, _Property_bf53f3d1be03348da61e6edd24adbfc7_Out_0.GetTransformedUV(IN.uv0.xy));
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_R_4 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.r;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_G_5 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.g;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_B_6 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.b;
float _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7 = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0.a;
float _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2;
Unity_GradientNoise_float((IN.WorldSpacePosition.xy), 3, _GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2);
float _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2;
Unity_Add_float(_GradientNoise_668f1ac4661940099bbb63949e9cf082_Out_2, 0.6, _Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2);
float4 _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2;
Unity_Multiply_float4_float4(_SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_RGBA_0, (_Add_bca95b13bbde4c8b8a8d5c3c5edbfeab_Out_2.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2);
float4 _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2;
Unity_Multiply_float4_float4((_Property_dd9b23bb0e8d4e23828a2903b0e8f1bd_Out_0.xxxx), _Multiply_9c21544a05f2400b8735e3a7f02361f4_Out_2, _Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2);
float3 _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
Unity_Hue_Degrees_float((_Multiply_2528287665c24e6d81e3369b4ca73a11_Out_2.xyz), 5, _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2);
float _Property_258b7abc9b6247baa769a139aaecb429_Out_0 = Alpha_Threshold;
surface.BaseColor = _Hue_e41f1877edfd4476b9a0d85c9616cac1_Out_2;
surface.Alpha = _SampleTexture2D_5373afedb216a581b7c0a045f8e2abad_A_7;
surface.AlphaClipThreshold = _Property_258b7abc9b6247baa769a139aaecb429_Out_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
output.ObjectSpacePosition = input.positionOS;
output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
output.uv0 = input.uv0;
output.TimeParameters = _TimeParameters.xyz;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.WorldSpacePosition = input.positionWS;
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
}
CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
Dependency "BillboardShader" = "Hidden/Nature/Tree Soft Occlusion Bark Rendertex"
FallBack "Hidden/Shader Graph/FallbackError"
}