Files
zzwater/Assets/Plugins/Terrain To Mesh/Shaders/Splatmap/Splatmap.shader
2024-07-09 20:19:43 +08:00

6606 lines
283 KiB
GLSL

Shader "Amazing Assets/Terrain To Mesh/Splatmap"
{
Properties
{
//[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
//Terrain To Mesh Properties/////////////////////////////////////////////////////////////////////////////////////////////////////////
[HideInInspector] [TerrainToMeshLayerCounter] _T2M_Layer_Count ("Layer Count", float) = 0
[Space]
[HideInInspector] [NoScaleOffset] _T2M_SplatMap_0 ("Splat Map #10 (RGBA)", 2D) = "black" {}
[HideInInspector] _T2M_Layer_0_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_0_Diffuse ("Paint Map 1 (R)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_0_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_0_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_0_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_0_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_0_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_0_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_0_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_0_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_0_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_1_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_1_Diffuse ("Paint Map 1 (R)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_1_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_1_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_1_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_1_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_1_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_1_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_1_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_1_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_1_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_2_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_2_Diffuse ("Paint Map 2 (G)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_2_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_2_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_2_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_2_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_2_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_2_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_2_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_2_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_2_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_3_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_3_Diffuse ("Paint Map 3 (B)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_3_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_3_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_3_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_3_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_3_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_3_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_3_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_3_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_3_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_SplatMap_1 ("Splat Map #1 (RGBA)", 2D) = "black" {}
[HideInInspector] _T2M_Layer_4_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_4_Diffuse ("Paint Map 4 (A)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_4_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_4_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_4_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_4_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_4_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_4_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_4_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_4_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_4_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_5_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_5_Diffuse ("Paint Map 5 (R)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_5_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_5_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_5_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_5_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_5_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_5_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_5_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_5_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_5_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_6_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_6_Diffuse ("Paint Map 6 (G)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_6_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_6_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_6_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_6_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_6_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_6_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_6_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_6_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_6_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_7_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_7_Diffuse ("Paint Map 7 (B)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_7_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_7_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_7_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_7_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_7_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_7_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_7_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_7_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_7_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_SplatMap_2 ("Splat Map #2 (RGBA)", 2D) = "black" {}
[HideInInspector] _T2M_Layer_8_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_8_Diffuse ("Paint Map 8 (A)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_8_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_8_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_8_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_8_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_8_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_8_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_8_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_8_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_8_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_9_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_9_Diffuse ("Paint Map 9 (R)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_9_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_9_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_9_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_9_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_9_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_9_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_9_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_9_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_9_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_10_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_10_Diffuse ("Paint Map 10 (G)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_10_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_10_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_10_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_10_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_10_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_10_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_10_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_10_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_10_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_11_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_11_Diffuse ("Paint Map 11 (B)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_11_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_11_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_11_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_11_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_11_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_11_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_11_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_11_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_11_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_SplatMap_3 ("Splat Map #3 (RGBA)", 2D) = "black" {}
[HideInInspector] _T2M_Layer_12_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_12_Diffuse ("Paint Map 12 (A)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_12_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_12_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_12_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_12_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_12_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_12_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_12_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_12_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_12_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_13_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_13_Diffuse ("Paint Map 13 (R)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_13_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_13_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_13_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_13_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_13_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_13_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_13_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_13_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_13_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_14_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_14_Diffuse ("Paint Map 14 (G)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_14_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_14_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_14_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_14_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_14_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_14_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_14_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_14_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_14_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
[HideInInspector] _T2M_Layer_15_ColorTint ("Color Tint", Color) = (1, 1, 1, 1)
[HideInInspector] [NoScaleOffset] _T2M_Layer_15_Diffuse ("Paint Map 15 (B)", 2D) = "white" {}
[HideInInspector] _T2M_Layer_15_NormalScale("Strength", float) = 1
[HideInInspector] [NoScaleOffset] _T2M_Layer_15_NormalMap("Bump", 2D) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_Layer_15_Mask ("Mask", 2D) = "white" {}
[HideInInspector] _T2M_Layer_15_uvScaleOffset("UV Scale", Vector) = (1, 1, 0, 0)
[HideInInspector] _T2M_Layer_15_MapsUsage("Maps Usage", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_15_MetallicOcclusionSmoothness("Metallic (R), Occlusion (G), Smoothness(A)", Vector) = (0, 1, 0, 0)
[HideInInspector] _T2M_Layer_15_SmoothnessFromDiffuseAlpha("", float) = 0
[HideInInspector] _T2M_Layer_15_MaskMapRemapMin("Maskmap Remap Min", Vector) = (0, 0, 0, 0)
[HideInInspector] _T2M_Layer_15_MaskMapRemapMax("Maskmap Remap Max", Vector) = (1, 1, 1, 1)
//Texture 2D Array
[HideInInspector] [NoScaleOffset] _T2M_SplatMaps2DArray("SplatMaps 2D Array", 2DArray) = "black" {}
[HideInInspector] [NoScaleOffset] _T2M_DiffuseMaps2DArray("DiffuseMaps 2D Array", 2DArray) = "white" {}
[HideInInspector] [NoScaleOffset] _T2M_NormalMaps2DArray("NormalMaps 2D Array", 2DArray) = "bump" {}
[HideInInspector] [NoScaleOffset] _T2M_MaskMaps2DArray("MaskMaps 2D Array", 2DArray) = "white" {}
//Holesmap
[HideInInspector] [NoScaleOffset] _T2M_HolesMap ("Holes Map", 2D) = "white" {}
//Fallback use only
[HideInInspector] _Color("Color", Color) = (1, 1, 1, 1) //Not used
[HideInInspector] [NoScaleOffset] _BaseMap("Fallback Diffuse", 2D) = "white" {}
[HideInInspector] [NoScaleOffset] _BumpMap("Fallback Normal", 2D) = "bump" {}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
[HideInInspector]_QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"UniversalMaterialType" = "Lit"
"Queue"="Geometry"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define _FOG_FRAGMENT 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float3 viewDirectionWS;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float3 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
float3 interp4 : INTERP4;
float2 interp5 : INTERP5;
float2 interp6 : INTERP6;
float3 interp7 : INTERP7;
float4 interp8 : INTERP8;
float4 interp9 : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
output.interp3.xyzw = input.texCoord0;
output.interp4.xyz = input.viewDirectionWS;
#if defined(LIGHTMAP_ON)
output.interp5.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp6.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp7.xyz = input.sh;
#endif
output.interp8.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp9.xyzw = input.shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
output.texCoord0 = input.interp3.xyzw;
output.viewDirectionWS = input.interp4.xyz;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp5.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp6.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp7.xyz;
#endif
output.fogFactorAndVertexLight = input.interp8.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp9.xyzw;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
surface.Smoothness = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
surface.Occlusion = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
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
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/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 One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile_fragment _ DEBUG_DISPLAY
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_GBUFFER
#define _FOG_FRAGMENT 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float3 viewDirectionWS;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float3 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
float3 interp4 : INTERP4;
float2 interp5 : INTERP5;
float2 interp6 : INTERP6;
float3 interp7 : INTERP7;
float4 interp8 : INTERP8;
float4 interp9 : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
output.interp3.xyzw = input.texCoord0;
output.interp4.xyz = input.viewDirectionWS;
#if defined(LIGHTMAP_ON)
output.interp5.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp6.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp7.xyz = input.sh;
#endif
output.interp8.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp9.xyzw = input.shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
output.texCoord0 = input.interp3.xyzw;
output.viewDirectionWS = input.interp4.xyz;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp5.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp6.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp7.xyz;
#endif
output.fogFactorAndVertexLight = input.interp8.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp9.xyzw;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
surface.Smoothness = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
surface.Occlusion = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
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
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
#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;
float3 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.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.normalWS = input.interp0.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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.normalWS;
output.interp1.xyzw = input.tangentWS;
output.interp2.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.normalWS = input.interp0.xyz;
output.tangentWS = input.interp1.xyzw;
output.texCoord0 = input.interp2.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 NormalTS;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
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
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_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
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
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
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
output.interp1.xyzw = input.texCoord1;
output.interp2.xyzw = input.texCoord2;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
output.texCoord1 = input.interp1.xyzw;
output.texCoord2 = input.interp2.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
surface.Emission = float3(0, 0, 0);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#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 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#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 One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_2D
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
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
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"UniversalMaterialType" = "Lit"
"Queue"="Geometry"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_VIEWDIRECTION_WS
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define _FOG_FRAGMENT 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float3 viewDirectionWS;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float3 interp1 : INTERP1;
float4 interp2 : INTERP2;
float4 interp3 : INTERP3;
float3 interp4 : INTERP4;
float2 interp5 : INTERP5;
float2 interp6 : INTERP6;
float3 interp7 : INTERP7;
float4 interp8 : INTERP8;
float4 interp9 : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
output.interp3.xyzw = input.texCoord0;
output.interp4.xyz = input.viewDirectionWS;
#if defined(LIGHTMAP_ON)
output.interp5.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp6.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp7.xyz = input.sh;
#endif
output.interp8.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp9.xyzw = input.shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
output.texCoord0 = input.interp3.xyzw;
output.viewDirectionWS = input.interp4.xyz;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp5.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp6.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp7.xyz;
#endif
output.fogFactorAndVertexLight = input.interp8.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp9.xyzw;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
surface.Smoothness = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
surface.Occlusion = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
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
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
#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;
float3 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.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.normalWS = input.interp0.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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.normalWS;
output.interp1.xyzw = input.tangentWS;
output.interp2.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.normalWS = input.interp0.xyz;
output.tangentWS = input.interp1.xyzw;
output.texCoord0 = input.interp2.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 NormalTS;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.NormalTS = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
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
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_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
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
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
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
float4 interp1 : INTERP1;
float4 interp2 : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
output.interp1.xyzw = input.texCoord1;
output.interp2.xyzw = input.texCoord2;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
output.texCoord1 = input.interp1.xyzw;
output.texCoord2 = input.interp2.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
surface.Emission = float3(0, 0, 0);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/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 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#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 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#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)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#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 One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 3.5
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_2D
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 interp0 : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyzw = input.texCoord0;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp0.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
CBUFFER_END
// Object and Global properties
// Graph Includes
//Curved World
//#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
//#define CURVEDWORLD_BEND_ID_1
//#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
//#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
//#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc"
//Terrain To Mesh Keywords//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#pragma shader_feature_local _ _T2M_TEXTURE_SAMPLE_TYPE_ARRAY
#pragma shader_feature_local _ _T2M_LAYER_COUNT_3 _T2M_LAYER_COUNT_4 _T2M_LAYER_COUNT_5 _T2M_LAYER_COUNT_6 _T2M_LAYER_COUNT_7 _T2M_LAYER_COUNT_8 _T2M_LAYER_COUNT_9 _T2M_LAYER_COUNT_10 _T2M_LAYER_COUNT_11 _T2M_LAYER_COUNT_12 _T2M_LAYER_COUNT_13 _T2M_LAYER_COUNT_14 _T2M_LAYER_COUNT_15 _T2M_LAYER_COUNT_16
#pragma shader_feature_local _T2M_LAYER_0_NORMAL
#pragma shader_feature_local _T2M_LAYER_1_NORMAL
#pragma shader_feature_local _T2M_LAYER_2_NORMAL
#pragma shader_feature_local _T2M_LAYER_3_NORMAL
#pragma shader_feature_local _T2M_LAYER_4_NORMAL
#pragma shader_feature_local _T2M_LAYER_5_NORMAL
#pragma shader_feature_local _T2M_LAYER_6_NORMAL
#pragma shader_feature_local _T2M_LAYER_7_NORMAL
#pragma shader_feature_local _T2M_LAYER_8_NORMAL
#pragma shader_feature_local _T2M_LAYER_9_NORMAL
#pragma shader_feature_local _T2M_LAYER_10_NORMAL
#pragma shader_feature_local _T2M_LAYER_11_NORMAL
#pragma shader_feature_local _T2M_LAYER_12_NORMAL
#pragma shader_feature_local _T2M_LAYER_13_NORMAL
#pragma shader_feature_local _T2M_LAYER_14_NORMAL
#pragma shader_feature_local _T2M_LAYER_15_NORMAL
#pragma shader_feature_local _T2M_LAYER_0_MASK
#pragma shader_feature_local _T2M_LAYER_1_MASK
#pragma shader_feature_local _T2M_LAYER_2_MASK
#pragma shader_feature_local _T2M_LAYER_3_MASK
#pragma shader_feature_local _T2M_LAYER_4_MASK
#pragma shader_feature_local _T2M_LAYER_5_MASK
#pragma shader_feature_local _T2M_LAYER_6_MASK
#pragma shader_feature_local _T2M_LAYER_7_MASK
#pragma shader_feature_local _T2M_LAYER_8_MASK
#pragma shader_feature_local _T2M_LAYER_9_MASK
#pragma shader_feature_local _T2M_LAYER_10_MASK
#pragma shader_feature_local _T2M_LAYER_11_MASK
#pragma shader_feature_local _T2M_LAYER_12_MASK
#pragma shader_feature_local _T2M_LAYER_13_MASK
#pragma shader_feature_local _T2M_LAYER_14_MASK
#pragma shader_feature_local _T2M_LAYER_15_MASK
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#define TERRAIN_TO_MESH_NEED_NORMAL
#define TERRAIN_TO_MESH_NEED_METALLIC_SMOOTHNESS_OCCLUSION
#include "Splatmap.cginc"
// -- 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
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
float3 _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
SHG_TerrainToMeshCurvedWorld_float(IN.ObjectSpacePosition, IN.ObjectSpaceNormal, (float4(IN.ObjectSpaceTangent, 1.0)), _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0, _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4);
description.Position = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_vertex_0;
description.Normal = _SHGTerrainToMeshCurvedWorldCustomFunction_1d12c500e42ebf8b903bf40b7a0a5e2c_normal_4;
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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _UV_d56c6fdf7ac2828fa944da2372119006_Out_0 = IN.uv0;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2;
float3 _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5;
float _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6;
SHG_TerrainToMeshCalculateLayersBlend_float(_UV_d56c6fdf7ac2828fa944da2372119006_Out_0, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_alpha_2, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_normal_3, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_metallic_4, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_smoothness_5, _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_occlusion_6);
surface.BaseColor = _SHGTerrainToMeshCalculateLayersBlendCustomFunction_24112ec2b2aa8c829e8ab4bb7ea28f60_albedo_1;
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
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.uv0 = input.texCoord0;
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
}
CustomEditorForRenderPipeline "AmazingAssets.TerrainToMesh.Editor.SplatmapShaderGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
FallBack "Hidden/Amazing Assets/Terrain To Mesh/Fallback/Splatmap"
}