Files
Fishing2/Assets/NatureManufacture Assets/Foliage Shaders/NM_Particles.shader
2025-05-10 12:49:47 +08:00

4449 lines
218 KiB
GLSL

Shader "NatureManufacture/URP/NM_Particles"
{
Properties
{
_AlphaClipThreshold("Alpha Clip Threshold", Range(0, 1)) = 1
[ToggleUI]_ReadAlbedo("Read Albedo", Float) = 1
[NoScaleOffset]_ParticleMask("Particle (RGB) Mask (A)", 2D) = "white" {}
_TilingandOffset("Tiling and Offset", Vector) = (1, 1, 0, 0)
_ParticleColor("Particle Color (RGB) Alpha (A)", Color) = (1, 1, 1, 1)
[NoScaleOffset]_ParticleNormal("Particle Normal", 2D) = "white" {}
_ParticleNormalScale("Particle Normal Scale", Float) = 1
_AO("_AO", Range(0, 1)) = 1
Metallic("Metallic", Range(0, 1)) = 0
_Smoothness("Smoothness", Range(0, 1)) = 1
_CullFarStart("Cull Far Start", Float) = 40
_CullFarDistance("Cull Far Distance", Float) = 80
[HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
[HideInInspector]_QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"UniversalMaterialType" = "Lit"
"Queue"="Transparent"
"DisableBatching"="False"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Cull Back
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
// 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 ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define _FOG_FRAGMENT 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _ALPHATEST_ON 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 color;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV : INTERP0;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : INTERP1;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP2;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : INTERP3;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : INTERP4;
#endif
float4 tangentWS : INTERP5;
float4 texCoord0 : INTERP6;
float4 color : INTERP7;
float4 fogFactorAndVertexLight : INTERP8;
float3 positionWS : INTERP9;
float3 normalWS : INTERP10;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean = _ReadAlbedo;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float4 _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4;
Unity_Multiply_float4_float4(_Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4);
float4 _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4;
Unity_Branch_float4(_Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4, _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4);
float4 _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4;
Unity_Multiply_float4_float4(_Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4, IN.VertexColor, _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4);
UnityTexture2D _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleNormal);
float4 _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.tex, _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.samplerstate, _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4);
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_R_4_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.r;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_G_5_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.g;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_B_6_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.b;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_A_7_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.a;
float _Property_4bd339f3ffc5228c9432f9e4e283a729_Out_0_Float = _ParticleNormalScale;
float3 _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3;
Unity_NormalStrength_float((_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.xyz), _Property_4bd339f3ffc5228c9432f9e4e283a729_Out_0_Float, _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3);
float _Property_be59c3635ef71989b75c052aecf52145_Out_0_Float = Metallic;
float _Property_548711527280108ba78da51c84df9cdd_Out_0_Float = _Smoothness;
float _Property_68e6b5b8cb4009839a4e9ab06935bddb_Out_0_Float = _AO;
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.BaseColor = (_Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4.xyz);
surface.NormalTS = _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _Property_be59c3635ef71989b75c052aecf52145_Out_0_Float;
surface.Smoothness = _Property_548711527280108ba78da51c84df9cdd_Out_0_Float;
surface.Occlusion = _Property_68e6b5b8cb4009839a4e9ab06935bddb_Out_0_Float;
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#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/PBRForwardPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
// Render State
Cull Back
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#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 _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile_fragment _ DEBUG_DISPLAY
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_GBUFFER
#define _FOG_FRAGMENT 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define _ALPHATEST_ON 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 color;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV : INTERP0;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : INTERP1;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP2;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : INTERP3;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : INTERP4;
#endif
float4 tangentWS : INTERP5;
float4 texCoord0 : INTERP6;
float4 color : INTERP7;
float4 fogFactorAndVertexLight : INTERP8;
float3 positionWS : INTERP9;
float3 normalWS : INTERP10;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean = _ReadAlbedo;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float4 _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4;
Unity_Multiply_float4_float4(_Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4);
float4 _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4;
Unity_Branch_float4(_Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4, _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4);
float4 _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4;
Unity_Multiply_float4_float4(_Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4, IN.VertexColor, _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4);
UnityTexture2D _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleNormal);
float4 _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.tex, _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.samplerstate, _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4);
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_R_4_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.r;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_G_5_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.g;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_B_6_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.b;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_A_7_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.a;
float _Property_4bd339f3ffc5228c9432f9e4e283a729_Out_0_Float = _ParticleNormalScale;
float3 _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3;
Unity_NormalStrength_float((_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.xyz), _Property_4bd339f3ffc5228c9432f9e4e283a729_Out_0_Float, _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3);
float _Property_be59c3635ef71989b75c052aecf52145_Out_0_Float = Metallic;
float _Property_548711527280108ba78da51c84df9cdd_Out_0_Float = _Smoothness;
float _Property_68e6b5b8cb4009839a4e9ab06935bddb_Out_0_Float = _AO;
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.BaseColor = (_Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4.xyz);
surface.NormalTS = _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _Property_be59c3635ef71989b75c052aecf52145_Out_0_Float;
surface.Smoothness = _Property_548711527280108ba78da51c84df9cdd_Out_0_Float;
surface.Occlusion = _Property_68e6b5b8cb4009839a4e9ab06935bddb_Out_0_Float;
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#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/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 2.0
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
#define _ALPHATEST_ON 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
float3 positionWS : INTERP2;
float3 normalWS : INTERP3;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#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 "MotionVectors"
Tags
{
"LightMode" = "MotionVectors"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask RG
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 3.5
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#define _ALPHATEST_ON 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
float3 positionWS : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#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/MotionVectorPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
#define _ALPHATEST_ON 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 color : INTERP2;
float3 positionWS : INTERP3;
float3 normalWS : INTERP4;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 NormalTS;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleNormal);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.tex, _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.samplerstate, _Property_cb615fde5f2b1a8a9b50b5883068ce4e_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4);
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_R_4_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.r;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_G_5_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.g;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_B_6_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.b;
float _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_A_7_Float = _SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.a;
float _Property_4bd339f3ffc5228c9432f9e4e283a729_Out_0_Float = _ParticleNormalScale;
float3 _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3;
Unity_NormalStrength_float((_SampleTexture2D_66ff0728c4c081869d8d0572905fdc78_RGBA_0_Vector4.xyz), _Property_4bd339f3ffc5228c9432f9e4e283a729_Out_0_Float, _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3);
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.NormalTS = _NormalStrength_d97258b37529438aab592806c892e47e_Out_2_Vector3;
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define ATTRIBUTES_NEED_INSTANCEID
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_META
#define _FOG_FRAGMENT 1
#define _ALPHATEST_ON 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
float4 texCoord1;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 texCoord1 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionWS : INTERP4;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord1.xyzw = input.texCoord1;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord1 = input.texCoord1.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean = _ReadAlbedo;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float4 _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4;
Unity_Multiply_float4_float4(_Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4);
float4 _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4;
Unity_Branch_float4(_Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4, _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4);
float4 _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4;
Unity_Multiply_float4_float4(_Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4, IN.VertexColor, _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4);
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.BaseColor = (_Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4.xyz);
surface.Emission = float3(0, 0, 0);
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#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/LightingMetaPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
#define _ALPHATEST_ON 1
// 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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.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 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
float3 positionWS : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
// Render State
Cull Back
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
#define _ALPHATEST_ON 1
// 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_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.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 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
float3 positionWS : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean = _ReadAlbedo;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float4 _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4;
Unity_Multiply_float4_float4(_Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4);
float4 _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4;
Unity_Branch_float4(_Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4, _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4);
float4 _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4;
Unity_Multiply_float4_float4(_Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4, IN.VertexColor, _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4);
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.BaseColor = (_Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4.xyz);
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#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 "Universal 2D"
Tags
{
"LightMode" = "Universal2D"
}
// Render State
Cull Back
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_2D
#define _ALPHATEST_ON 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.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 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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 AbsoluteWorldSpacePosition;
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
float3 positionWS : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
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)
float _AlphaClipThreshold;
float _ReadAlbedo;
float4 _ParticleMask_TexelSize;
float4 _TilingandOffset;
float4 _ParticleColor;
float4 _ParticleNormal_TexelSize;
float _ParticleNormalScale;
float _AO;
float Metallic;
float _Smoothness;
float _CullFarStart;
float _CullFarDistance;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_ParticleMask);
SAMPLER(sampler_ParticleMask);
TEXTURE2D(_ParticleNormal);
SAMPLER(sampler_ParticleNormal);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Distance_float3(float3 A, float3 B, out float Out)
{
Out = distance(A, B);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
// 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;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float AlphaClipThreshold;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean = _ReadAlbedo;
float4 _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4 = _ParticleColor;
UnityTexture2D _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_ParticleMask);
float4 _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4 = _TilingandOffset;
float _Split_0f89628531900280a6fdfeed464d7db0_R_1_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[0];
float _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[1];
float _Split_0f89628531900280a6fdfeed464d7db0_B_3_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[2];
float _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float = _Property_9a06a82b5234ca8da64b8863e3198f47_Out_0_Vector4[3];
float4 _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4;
float3 _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3;
float2 _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_B_3_Float, _Split_0f89628531900280a6fdfeed464d7db0_A_4_Float, float(0), float(0), _Combine_b5e51e12d953b181b56901d50c50cd23_RGBA_4_Vector4, _Combine_b5e51e12d953b181b56901d50c50cd23_RGB_5_Vector3, _Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2);
float4 _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4;
float3 _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3;
float2 _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2;
Unity_Combine_float(_Split_0f89628531900280a6fdfeed464d7db0_R_1_Float, _Split_0f89628531900280a6fdfeed464d7db0_G_2_Float, float(0), float(0), _Combine_a4549e90842d0d89a5980eed4127a17b_RGBA_4_Vector4, _Combine_a4549e90842d0d89a5980eed4127a17b_RGB_5_Vector3, _Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2);
float4 _UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4 = IN.uv0;
float2 _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2;
Unity_Multiply_float2_float2(_Combine_a4549e90842d0d89a5980eed4127a17b_RG_6_Vector2, (_UV_426d4b83acf75988818b968670a6c706_Out_0_Vector4.xy), _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2);
float2 _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2;
Unity_Add_float2(_Combine_b5e51e12d953b181b56901d50c50cd23_RG_6_Vector2, _Multiply_09e3239284e58a819e5c73b96fb31e2a_Out_2_Vector2, _Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2);
float4 _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.tex, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.samplerstate, _Property_050570b6d15f5a89a50c5b64557e83c9_Out_0_Texture2D.GetTransformedUV(_Add_e53a48f9915b4e889dac945a4bc07c54_Out_2_Vector2) );
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_R_4_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.r;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_G_5_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.g;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_B_6_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.b;
float _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float = _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4.a;
float4 _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4;
Unity_Multiply_float4_float4(_Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_RGBA_0_Vector4, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4);
float4 _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4;
Unity_Branch_float4(_Property_9b33c3a3dd587d81bcaadf5c3e8e2139_Out_0_Boolean, _Multiply_f22b0e82bf38858f9627ec75be736488_Out_2_Vector4, _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4, _Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4);
float4 _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4;
Unity_Multiply_float4_float4(_Branch_7e6e999b3c067c8183b3c2ccd4c96025_Out_3_Vector4, IN.VertexColor, _Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4);
float _Split_b3351ea0323f53819c49f9ebc3297dfd_R_1_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[0];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_G_2_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[1];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_B_3_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[2];
float _Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float = _Property_a6ebfd9e9e390a84adc9a5ac2878ed22_Out_0_Vector4[3];
float _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float;
Unity_Multiply_float_float(_Split_b3351ea0323f53819c49f9ebc3297dfd_A_4_Float, _SampleTexture2D_356ddb977af9e783a0ae5de93a2eaadd_A_7_Float, _Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float);
float _Split_23be1e5860e84d8aa9ab147605cf804c_R_1_Float = IN.VertexColor[0];
float _Split_23be1e5860e84d8aa9ab147605cf804c_G_2_Float = IN.VertexColor[1];
float _Split_23be1e5860e84d8aa9ab147605cf804c_B_3_Float = IN.VertexColor[2];
float _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float = IN.VertexColor[3];
float _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float;
Unity_Multiply_float_float(_Multiply_e61e9448f82c2e859496c6b0602d12ec_Out_2_Float, _Split_23be1e5860e84d8aa9ab147605cf804c_A_4_Float, _Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float);
float _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float;
Unity_Distance_float3(IN.AbsoluteWorldSpacePosition, _WorldSpaceCameraPos, _Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float);
float _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float = _CullFarStart;
float _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float;
Unity_Subtract_float(_Distance_c31266dd3c1cbc8da0fbb0c82374c4c4_Out_2_Float, _Property_560bbe7f2d950d86813d2af8016de375_Out_0_Float, _Subtract_5373207144af5c888442613c746c85a5_Out_2_Float);
float _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float = _CullFarDistance;
float _Divide_009a8503c50859889678476fb7b96335_Out_2_Float;
Unity_Divide_float(_Subtract_5373207144af5c888442613c746c85a5_Out_2_Float, _Property_5c2be4447f31f183a95cf310d59a8e92_Out_0_Float, _Divide_009a8503c50859889678476fb7b96335_Out_2_Float);
float _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float;
Unity_Saturate_float(_Divide_009a8503c50859889678476fb7b96335_Out_2_Float, _Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float);
float _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float;
Unity_Clamp_float(_Saturate_51a6a57f8077718dba6d20c7b805b7c9_Out_1_Float, float(0), float(1), _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float);
float _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
Unity_Multiply_float_float(_Multiply_77f9032f668542839b3eef41d33b1d9e_Out_2_Float, _Clamp_48c9114a974fb6818f9ae0b331b23260_Out_3_Float, _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float);
float _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float = _AlphaClipThreshold;
surface.BaseColor = (_Multiply_c8d68b77f252d48e9b1ae2fb14982d91_Out_2_Vector4.xyz);
surface.Alpha = _Multiply_1a7b1dba7c0456889c0fb47e3af3fe36_Out_2_Float;
surface.AlphaClipThreshold = _Property_e8300f3c175a8584b8b8045b9854d400_Out_0_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#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/PBR2DPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
FallBack "Hidden/Shader Graph/FallbackError"
}