Files
MinFt/Client/Assets/Shader/FresnelAlphaHightlightNoFog.shader
2026-04-27 12:07:32 +08:00

2842 lines
126 KiB
GLSL

Shader "Shader Graphs/FresnelAlphaHighlightNoFog"
{
Properties
{
_ColorEdge("ColorEdge", Color) = (0.6989583, 0.582796, 0.794, 0)
_ColorBase("ColorBase", Color) = (1, 1, 1, 0)
_Alpha("Alpha", Range(0, 1)) = 1
[NoScaleOffset]_Normal("Normal", 2D) = "white" {}
[NoScaleOffset]_Tile("Tile", 2D) = "white" {}
_RimTiling("RimTiling", Vector) = (1, 1, 5, 0)
_Fresnel("Fresnel", Range(0, 5)) = 1
_Smoothness("Smoothness", Range(0, 1)) = 0.4
[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"="Transparent"
"UniversalMaterialType" = "Lit"
"Queue"="Transparent"
"DisableBatching"="False"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Cull Back
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma vertex vert
#pragma fragment frag
// 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_fragment _ _SHADOWS_SOFT_LOW
#pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM
#pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH
#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 _ _FORWARD_PLUS
// 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_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 _SURFACE_TYPE_TRANSPARENT 1
#define _SPECULAR_SETUP 1
#define _RECEIVE_SHADOWS_OFF 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#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.universal/ShaderLibrary/Input.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;
#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 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceViewDirection;
float3 ObjectSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV : INTERP0;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : INTERP1;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP2;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : INTERP3;
#endif
float4 tangentWS : INTERP4;
float4 texCoord0 : INTERP5;
float4 fogFactorAndVertexLight : INTERP6;
float3 positionWS : INTERP7;
float3 normalWS : INTERP8;
#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;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#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;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#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)
half4 _ColorEdge;
half4 _ColorBase;
half _Alpha;
float4 _Normal_TexelSize;
float4 _Tile_TexelSize;
half4 _RimTiling;
half _Fresnel;
half _Smoothness;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_Tile);
SAMPLER(sampler_Tile);
// 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_Divide_half(half A, half B, out half Out)
{
Out = A / B;
}
void Unity_Multiply_half2_half2(half2 A, half2 B, out half2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Saturate_float4(float4 In, out float4 Out)
{
Out = saturate(In);
}
void Unity_FresnelEffect_half(half3 Normal, half3 ViewDir, half Power, out half Out)
{
Out = pow((1.0 - saturate(dot(normalize(Normal), normalize(ViewDir)))), Power);
}
void Unity_Multiply_half4_half4(half4 A, half4 B, out half4 Out)
{
Out = A * B;
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
half3 Position;
half3 Normal;
half3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
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;
half3 NormalTS;
half3 Emission;
half3 Specular;
half Smoothness;
half Occlusion;
half Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
half4 _Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4 = _ColorBase;
UnityTexture2D _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Tile);
UnityTexture2D _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal);
half4 _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.tex, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.samplerstate, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4);
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.r;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_G_5_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.g;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.b;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_A_7_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.a;
half2 _Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2 = half2(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float, _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float);
float _Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float = IN.ObjectSpacePosition[0];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_G_2_Float = IN.ObjectSpacePosition[1];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float = IN.ObjectSpacePosition[2];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_A_4_Float = 0;
float2 _Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2 = float2(_Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float, _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float);
half4 _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4 = _RimTiling;
half _Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[0];
half _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[1];
half _Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[2];
half _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[3];
half2 _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float);
float2 _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2, _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2, _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2);
half2 _Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float);
half _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float;
Unity_Divide_half(IN.TimeParameters.x, 20, _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float);
half2 _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2;
Unity_Multiply_half2_half2(_Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2, (_Divide_06649e1447634e8489b60ca968f38135_Out_2_Float.xx), _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2);
float2 _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2;
Unity_Add_float2(_Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2, _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2);
float2 _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2;
Unity_Add_float2(_Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2, _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2);
float4 _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.tex, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.samplerstate, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.GetTransformedUV(_Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2) );
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_R_4_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.r;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_G_5_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.g;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_B_6_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.b;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_A_7_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.a;
float4 _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4;
Unity_Subtract_float4(_Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4, _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4, _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4);
float4 _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4;
Unity_Saturate_float4(_Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4, _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4);
half _Property_9a327d3062d0469dad9a63459adbb87d_Out_0_Float = _Fresnel;
half _FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float;
Unity_FresnelEffect_half(IN.WorldSpaceNormal, IN.WorldSpaceViewDirection, _Property_9a327d3062d0469dad9a63459adbb87d_Out_0_Float, _FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float);
half4 _Property_6a44294139264dd39a4ff874469689cf_Out_0_Vector4 = _ColorEdge;
half4 _Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4;
Unity_Multiply_half4_half4((_FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float.xxxx), _Property_6a44294139264dd39a4ff874469689cf_Out_0_Vector4, _Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4);
half _Property_2ef90d8df10f486d960834f18befeb8a_Out_0_Float = _Smoothness;
half _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float = _Alpha;
surface.BaseColor = (_Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4.xyz);
surface.NormalTS = IN.TangentSpaceNormal;
surface.Emission = (_Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4.xyz);
surface.Specular = IsGammaSpace() ? half3(0.603, 0.603, 0.603) : SRGBToLinear(half3(0.603, 0.603, 0.603));
surface.Smoothness = _Property_2ef90d8df10f486d960834f18befeb8a_Out_0_Float;
surface.Occlusion = 1;
surface.Alpha = _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float;
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.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
float3 unnormalizedNormalWS = input.normalWS;
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
output.ObjectSpacePosition = TransformWorldToObject(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
#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 Back
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
// 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 vertex vert
#pragma fragment frag
// 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_fragment _ _SHADOWS_SOFT_LOW
#pragma multi_compile_fragment _ _SHADOWS_SOFT_MEDIUM
#pragma multi_compile_fragment _ _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#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_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 _SURFACE_TYPE_TRANSPARENT 1
#define _SPECULAR_SETUP 1
#define _RECEIVE_SHADOWS_OFF 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#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.universal/ShaderLibrary/Input.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;
#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 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceViewDirection;
float3 ObjectSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV : INTERP0;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : INTERP1;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP2;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : INTERP3;
#endif
float4 tangentWS : INTERP4;
float4 texCoord0 : INTERP5;
float4 fogFactorAndVertexLight : INTERP6;
float3 positionWS : INTERP7;
float3 normalWS : INTERP8;
#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;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#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;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#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)
half4 _ColorEdge;
half4 _ColorBase;
half _Alpha;
float4 _Normal_TexelSize;
float4 _Tile_TexelSize;
half4 _RimTiling;
half _Fresnel;
half _Smoothness;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_Tile);
SAMPLER(sampler_Tile);
// 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_Divide_half(half A, half B, out half Out)
{
Out = A / B;
}
void Unity_Multiply_half2_half2(half2 A, half2 B, out half2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Saturate_float4(float4 In, out float4 Out)
{
Out = saturate(In);
}
void Unity_FresnelEffect_half(half3 Normal, half3 ViewDir, half Power, out half Out)
{
Out = pow((1.0 - saturate(dot(normalize(Normal), normalize(ViewDir)))), Power);
}
void Unity_Multiply_half4_half4(half4 A, half4 B, out half4 Out)
{
Out = A * B;
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
half3 Position;
half3 Normal;
half3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
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;
half3 NormalTS;
half3 Emission;
half3 Specular;
half Smoothness;
half Occlusion;
half Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
half4 _Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4 = _ColorBase;
UnityTexture2D _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Tile);
UnityTexture2D _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal);
half4 _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.tex, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.samplerstate, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4);
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.r;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_G_5_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.g;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.b;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_A_7_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.a;
half2 _Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2 = half2(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float, _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float);
float _Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float = IN.ObjectSpacePosition[0];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_G_2_Float = IN.ObjectSpacePosition[1];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float = IN.ObjectSpacePosition[2];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_A_4_Float = 0;
float2 _Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2 = float2(_Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float, _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float);
half4 _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4 = _RimTiling;
half _Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[0];
half _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[1];
half _Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[2];
half _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[3];
half2 _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float);
float2 _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2, _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2, _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2);
half2 _Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float);
half _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float;
Unity_Divide_half(IN.TimeParameters.x, 20, _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float);
half2 _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2;
Unity_Multiply_half2_half2(_Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2, (_Divide_06649e1447634e8489b60ca968f38135_Out_2_Float.xx), _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2);
float2 _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2;
Unity_Add_float2(_Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2, _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2);
float2 _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2;
Unity_Add_float2(_Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2, _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2);
float4 _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.tex, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.samplerstate, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.GetTransformedUV(_Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2) );
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_R_4_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.r;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_G_5_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.g;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_B_6_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.b;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_A_7_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.a;
float4 _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4;
Unity_Subtract_float4(_Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4, _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4, _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4);
float4 _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4;
Unity_Saturate_float4(_Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4, _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4);
half _Property_9a327d3062d0469dad9a63459adbb87d_Out_0_Float = _Fresnel;
half _FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float;
Unity_FresnelEffect_half(IN.WorldSpaceNormal, IN.WorldSpaceViewDirection, _Property_9a327d3062d0469dad9a63459adbb87d_Out_0_Float, _FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float);
half4 _Property_6a44294139264dd39a4ff874469689cf_Out_0_Vector4 = _ColorEdge;
half4 _Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4;
Unity_Multiply_half4_half4((_FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float.xxxx), _Property_6a44294139264dd39a4ff874469689cf_Out_0_Vector4, _Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4);
half _Property_2ef90d8df10f486d960834f18befeb8a_Out_0_Float = _Smoothness;
half _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float = _Alpha;
surface.BaseColor = (_Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4.xyz);
surface.NormalTS = IN.TangentSpaceNormal;
surface.Emission = (_Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4.xyz);
surface.Specular = IsGammaSpace() ? half3(0.603, 0.603, 0.603) : SRGBToLinear(half3(0.603, 0.603, 0.603));
surface.Smoothness = _Property_2ef90d8df10f486d960834f18befeb8a_Out_0_Float;
surface.Occlusion = 1;
surface.Alpha = _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float;
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.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
float3 unnormalizedNormalWS = input.normalWS;
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
output.ObjectSpacePosition = TransformWorldToObject(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
#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 "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// 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_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#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.universal/ShaderLibrary/Input.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 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
#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;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float3 normalWS : 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.tangentWS.xyzw = input.tangentWS;
output.normalWS.xyz = input.normalWS;
#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.tangentWS = input.tangentWS.xyzw;
output.normalWS = input.normalWS.xyz;
#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)
half4 _ColorEdge;
half4 _ColorBase;
half _Alpha;
float4 _Normal_TexelSize;
float4 _Tile_TexelSize;
half4 _RimTiling;
half _Fresnel;
half _Smoothness;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_Tile);
SAMPLER(sampler_Tile);
// 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
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
half3 Position;
half3 Normal;
half3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
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
{
half3 NormalTS;
half Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
half _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float = _Alpha;
surface.NormalTS = IN.TangentSpaceNormal;
surface.Alpha = _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float;
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.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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 vertex vert
#pragma fragment frag
// 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_NORMAL_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
// 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.universal/ShaderLibrary/Input.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;
float3 normalWS;
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 WorldSpaceNormal;
float3 WorldSpaceViewDirection;
float3 ObjectSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 texCoord1 : INTERP1;
float4 texCoord2 : INTERP2;
float3 positionWS : INTERP3;
float3 normalWS : INTERP4;
#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.texCoord0.xyzw = input.texCoord0;
output.texCoord1.xyzw = input.texCoord1;
output.texCoord2.xyzw = input.texCoord2;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#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.texCoord0.xyzw;
output.texCoord1 = input.texCoord1.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#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)
half4 _ColorEdge;
half4 _ColorBase;
half _Alpha;
float4 _Normal_TexelSize;
float4 _Tile_TexelSize;
half4 _RimTiling;
half _Fresnel;
half _Smoothness;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_Tile);
SAMPLER(sampler_Tile);
// 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_Divide_half(half A, half B, out half Out)
{
Out = A / B;
}
void Unity_Multiply_half2_half2(half2 A, half2 B, out half2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Saturate_float4(float4 In, out float4 Out)
{
Out = saturate(In);
}
void Unity_FresnelEffect_half(half3 Normal, half3 ViewDir, half Power, out half Out)
{
Out = pow((1.0 - saturate(dot(normalize(Normal), normalize(ViewDir)))), Power);
}
void Unity_Multiply_half4_half4(half4 A, half4 B, out half4 Out)
{
Out = A * B;
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
half3 Position;
half3 Normal;
half3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
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;
half3 Emission;
half Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
half4 _Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4 = _ColorBase;
UnityTexture2D _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Tile);
UnityTexture2D _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal);
half4 _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.tex, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.samplerstate, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4);
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.r;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_G_5_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.g;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.b;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_A_7_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.a;
half2 _Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2 = half2(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float, _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float);
float _Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float = IN.ObjectSpacePosition[0];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_G_2_Float = IN.ObjectSpacePosition[1];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float = IN.ObjectSpacePosition[2];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_A_4_Float = 0;
float2 _Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2 = float2(_Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float, _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float);
half4 _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4 = _RimTiling;
half _Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[0];
half _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[1];
half _Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[2];
half _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[3];
half2 _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float);
float2 _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2, _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2, _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2);
half2 _Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float);
half _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float;
Unity_Divide_half(IN.TimeParameters.x, 20, _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float);
half2 _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2;
Unity_Multiply_half2_half2(_Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2, (_Divide_06649e1447634e8489b60ca968f38135_Out_2_Float.xx), _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2);
float2 _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2;
Unity_Add_float2(_Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2, _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2);
float2 _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2;
Unity_Add_float2(_Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2, _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2);
float4 _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.tex, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.samplerstate, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.GetTransformedUV(_Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2) );
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_R_4_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.r;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_G_5_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.g;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_B_6_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.b;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_A_7_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.a;
float4 _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4;
Unity_Subtract_float4(_Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4, _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4, _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4);
float4 _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4;
Unity_Saturate_float4(_Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4, _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4);
half _Property_9a327d3062d0469dad9a63459adbb87d_Out_0_Float = _Fresnel;
half _FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float;
Unity_FresnelEffect_half(IN.WorldSpaceNormal, IN.WorldSpaceViewDirection, _Property_9a327d3062d0469dad9a63459adbb87d_Out_0_Float, _FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float);
half4 _Property_6a44294139264dd39a4ff874469689cf_Out_0_Vector4 = _ColorEdge;
half4 _Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4;
Unity_Multiply_half4_half4((_FresnelEffect_85e026b6cc6d46ebb6f353e259d16bed_Out_3_Float.xxxx), _Property_6a44294139264dd39a4ff874469689cf_Out_0_Vector4, _Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4);
half _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float = _Alpha;
surface.BaseColor = (_Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4.xyz);
surface.Emission = (_Multiply_7c482092a5f0419fb7feb933fc1a3b14_Out_2_Vector4.xyz);
surface.Alpha = _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float;
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.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
float3 unnormalizedNormalWS = input.normalWS;
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
output.ObjectSpacePosition = TransformWorldToObject(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
#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 vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
// 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.universal/ShaderLibrary/Input.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;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#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
{
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#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;
#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;
#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)
half4 _ColorEdge;
half4 _ColorBase;
half _Alpha;
float4 _Normal_TexelSize;
float4 _Tile_TexelSize;
half4 _RimTiling;
half _Fresnel;
half _Smoothness;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_Tile);
SAMPLER(sampler_Tile);
// 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
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
half3 Position;
half3 Normal;
half3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
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
{
half Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
half _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float = _Alpha;
surface.Alpha = _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float;
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.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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 Back
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
// 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.universal/ShaderLibrary/Input.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;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#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
{
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#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;
#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;
#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)
half4 _ColorEdge;
half4 _ColorBase;
half _Alpha;
float4 _Normal_TexelSize;
float4 _Tile_TexelSize;
half4 _RimTiling;
half _Fresnel;
half _Smoothness;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_Tile);
SAMPLER(sampler_Tile);
// 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
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
half3 Position;
half3 Normal;
half3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
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
{
half Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
half _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float = _Alpha;
surface.Alpha = _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float;
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.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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 Back
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// 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
// 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.universal/ShaderLibrary/Input.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 ObjectSpacePosition;
float4 uv0;
float3 TimeParameters;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float3 positionWS : 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.texCoord0.xyzw = input.texCoord0;
output.positionWS.xyz = input.positionWS;
#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.texCoord0.xyzw;
output.positionWS = input.positionWS.xyz;
#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)
half4 _ColorEdge;
half4 _ColorBase;
half _Alpha;
float4 _Normal_TexelSize;
float4 _Tile_TexelSize;
half4 _RimTiling;
half _Fresnel;
half _Smoothness;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_Normal);
SAMPLER(sampler_Normal);
TEXTURE2D(_Tile);
SAMPLER(sampler_Tile);
// 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_Divide_half(half A, half B, out half Out)
{
Out = A / B;
}
void Unity_Multiply_half2_half2(half2 A, half2 B, out half2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Saturate_float4(float4 In, out float4 Out)
{
Out = saturate(In);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
half3 Position;
half3 Normal;
half3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
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;
half Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
half4 _Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4 = _ColorBase;
UnityTexture2D _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Tile);
UnityTexture2D _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_Normal);
half4 _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.tex, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.samplerstate, _Property_4cd8540b527e4e2aa5b294fc9c81afd1_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4);
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.r;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_G_5_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.g;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.b;
half _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_A_7_Float = _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_RGBA_0_Vector4.a;
half2 _Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2 = half2(_SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_R_4_Float, _SampleTexture2D_21fec51e0975482eb39b17c378cdbc77_B_6_Float);
float _Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float = IN.ObjectSpacePosition[0];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_G_2_Float = IN.ObjectSpacePosition[1];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float = IN.ObjectSpacePosition[2];
float _Split_dd1bfad4a644483bb3e9191b0b16994a_A_4_Float = 0;
float2 _Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2 = float2(_Split_dd1bfad4a644483bb3e9191b0b16994a_R_1_Float, _Split_dd1bfad4a644483bb3e9191b0b16994a_B_3_Float);
half4 _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4 = _RimTiling;
half _Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[0];
half _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[1];
half _Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[2];
half _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float = _Property_46b72b78d66748b5a674cfa6e5be53ec_Out_0_Vector4[3];
half2 _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_R_1_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_G_2_Float);
float2 _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_49487d61b6094bcab7b26db494f2cff5_Out_0_Vector2, _Vector2_5d63053287d34a23b442f5dec71562ce_Out_0_Vector2, _Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2);
half2 _Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2 = half2(_Split_63b683ee522c4572b36c77aa0b8c708c_B_3_Float, _Split_63b683ee522c4572b36c77aa0b8c708c_A_4_Float);
half _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float;
Unity_Divide_half(IN.TimeParameters.x, 20, _Divide_06649e1447634e8489b60ca968f38135_Out_2_Float);
half2 _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2;
Unity_Multiply_half2_half2(_Vector2_aa46889df8a4497089f0e7ae2f732a39_Out_0_Vector2, (_Divide_06649e1447634e8489b60ca968f38135_Out_2_Float.xx), _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2);
float2 _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2;
Unity_Add_float2(_Multiply_29a974b89bea48419f0701b666cac1d4_Out_2_Vector2, _Multiply_7dc204d8895546979c16e02f295e7fab_Out_2_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2);
float2 _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2;
Unity_Add_float2(_Vector2_8e1be6e93aa54bd08ebcdf4ad3fe6788_Out_0_Vector2, _Add_51cb18f375dd4a5d8903182d5c53002b_Out_2_Vector2, _Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2);
float4 _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.tex, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.samplerstate, _Property_9bf12734396842a5a6680213cdd8c6b5_Out_0_Texture2D.GetTransformedUV(_Add_1cc8fe13fb4645ebba90a66d61a3f5e6_Out_2_Vector2) );
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_R_4_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.r;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_G_5_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.g;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_B_6_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.b;
float _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_A_7_Float = _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4.a;
float4 _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4;
Unity_Subtract_float4(_Property_0ca28f22f8fc4bb1a920c610ae9ee382_Out_0_Vector4, _SampleTexture2D_9d410f2862754a3298138116ceb20c3d_RGBA_0_Vector4, _Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4);
float4 _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4;
Unity_Saturate_float4(_Subtract_984691ad39024b22aa1b8300c057ad32_Out_2_Vector4, _Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4);
half _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float = _Alpha;
surface.BaseColor = (_Saturate_41c1083715d648c2a61405c9fde0a155_Out_1_Vector4.xyz);
surface.Alpha = _Property_e1f45ea83ade48c986752cc481e9d0ba_Out_0_Float;
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.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.ObjectSpacePosition = TransformWorldToObject(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
#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
}
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
FallBack "Hidden/Shader Graph/FallbackError"
}