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VR-GAME/Library/Artifacts/12/12df19de113d6490677d43719d76af6c

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2026-04-25 12:12:07 +07:00
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RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdBuiltInLitSubTargetMeta<00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit><00>@ <noninit><00>? <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit>A <noninit> <noninit> <noninit> <noninit>A <noninit> <noninit> <noninit> <noninit>A <noninit>C <noninit>C <noninit> <noninit>unity_FogStart unity_FogEndunity_FogDensity <noninit> <noninit> <noninit> <noninit>unity_FogColor<00><><EFBFBD><EFBFBD><EFBFBD>tBuiltInMaterialTypeLit LIGHTMODEMETAQUEUEGeometry
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdBuiltInLitSubTarget%%SceneSelectionPass<00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit><00>@ <noninit><00>? <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit>A <noninit> <noninit> <noninit> <noninit>A <noninit> <noninit> <noninit> <noninit>A <noninit>C <noninit>C <noninit> <noninit>unity_FogStart unity_FogEndunity_FogDensity <noninit> <noninit> <noninit> <noninit>unity_FogColor<00><><EFBFBD><EFBFBD>~EBuiltInMaterialTypeLit LIGHTMODESceneSelectionPassQUEUEGeometry
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdBuiltInLitSubTargetScenePickingPass<00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>pA <noninit><00>? <noninit><00>@ <noninit><00>? <noninit>@ <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit> <noninit>A <noninit> <noninit> <noninit> <noninit>A <noninit> <noninit> <noninit> <noninit>A <noninit>C <noninit>C <noninit> <noninit>unity_FogStart unity_FogEndunity_FogDensity <noninit> <noninit> <noninit> <noninit>unity_FogColor<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>BuiltInMaterialTypeLit LIGHTMODEPickingQUEUEGeometry
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdBuiltInLitSubTargetBuiltInMaterialTypeLitQUEUEGeometry
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdBuiltInLitSubTarget&STEREO_INSTANCING_ONUNITY_SINGLE_PASS_STEREOSTEREO_MULTIVIEW_ONSTEREO_CUBEMAP_RENDER_ON_SCREEN_SPACE_OCCLUSION LIGHTMAP_ONDIRLIGHTMAP_COMBINED_MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTS_ADDITIONAL_OFF_ADDITIONAL_LIGHT_SHADOWS _SHADOWS_SOFTLIGHTMAP_SHADOW_MIXINGSHADOWS_SHADOWMASK INSTANCING_ON
FOG_LINEARFOG_EXPFOG_EXP2 DIRECTIONAL LIGHTPROBE_SHDYNAMICLIGHTMAP_ONSHADOWS_SCREENVERTEXLIGHT_ONPOINTSPOT POINT_COOKIEDIRECTIONAL_COOKIE SHADOWS_DEPTH SHADOWS_SOFT SHADOWS_CUBE_MIXED_LIGHTING_SUBTRACTIVE_GBUFFER_NORMALS_OCT UNITY_HDR_ON_CASTING_PUNCTUAL_LIGHT_SHADOW$_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A&&Hidden/Shader Graphs/BuiltIn Lit Basic5UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI!Hidden/Shader Graph/FallbackError7UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInLitGUI_BaseMap_BumpMap_MetallicGlossMap<00><>*<00>W#if defined(SHADER_STAGE_VERTEX)
#define _SCREEN_SPACE_OCCLUSION_KEYWORD_DECLARED 1
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_CASCADE_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_SCREEN_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_VERTEX_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_KEYWORD_DECLARED 1
#define _ADDITIONAL_OFF_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#define FOG_LINEAR_KEYWORD_DECLARED 1
#define FOG_EXP_KEYWORD_DECLARED 1
#define FOG_EXP2_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _SCREEN_SPACE_OCCLUSION_KEYWORD_DECLARED 1
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_CASCADE_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_SCREEN_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_VERTEX_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_KEYWORD_DECLARED 1
#define _ADDITIONAL_OFF_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#define FOG_LINEAR_KEYWORD_DECLARED 1
#define FOG_EXP_KEYWORD_DECLARED 1
#define FOG_EXP2_KEYWORD_DECLARED 1
#endif
#line 45 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 45 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdbase
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define BUILTIN_TARGET_API 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if defined(LIGHTMAP_ON)
float2 lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
float4 shadowCoord;
#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;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 lightmapUV : INTERP0;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP1;
#endif
float4 tangentWS : INTERP2;
float4 texCoord0 : INTERP3;
float4 fogFactorAndVertexLight : INTERP4;
float4 shadowCoord : INTERP5;
float3 positionWS : INTERP6;
float3 normalWS : INTERP7;
#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.lightmapUV = input.lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.shadowCoord.xyzw = input.shadowCoord;
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.lightmapUV = input.lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.shadowCoord = input.shadowCoord.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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
void Unity_SplitTextureTransform_float(UnityTexture2D In, out float2 Tiling, out float2 Offset, out UnityTexture2D TextureOnly)
{
TextureOnly = In;
TextureOnly.scaleTranslate = float4(1.0f, 1.0f, 0.0f, 0.0f);
Tiling = In.scaleTranslate.xy;
Offset = In.scaleTranslate.zw;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 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_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
UnityTexture2D _Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2;
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2;
UnityTexture2D _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D;
Unity_SplitTextureTransform_float(_Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D);
float2 _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2);
float4 _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.tex, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.samplerstate, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_R_4_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.r;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_G_5_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.g;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_B_6_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.b;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_A_7_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.a;
float4 _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4 = _BaseColor;
float4 _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4, _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4, _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4);
UnityTexture2D _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BumpMap);
float4 _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.tex, _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.samplerstate, _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4);
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_R_4_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.r;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_G_5_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.g;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_B_6_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.b;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_A_7_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.a;
float _Property_bb6c65f1cfc248bd94e7371eaa4d642a_Out_0_Float = _BumpScale;
float3 _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3;
Unity_NormalStrength_float((_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.xyz), _Property_bb6c65f1cfc248bd94e7371eaa4d642a_Out_0_Float, _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3);
UnityTexture2D _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_MetallicGlossMap);
float4 _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.tex, _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.samplerstate, _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_R_4_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.r;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_G_5_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.g;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_B_6_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.b;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_A_7_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.a;
float _Property_d995e4e1a3eb4eb4883c315c9adaa523_Out_0_Float = _Smoothness;
float _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_A_7_Float, _Property_d995e4e1a3eb4eb4883c315c9adaa523_Out_0_Float, _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float);
float _Property_2f797dde79fa45c5875ee85919eb964b_Out_0_Float = _OcclusionStrength;
float _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float;
Unity_Lerp_float(float(1), _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_G_5_Float, _Property_2f797dde79fa45c5875ee85919eb964b_Out_0_Float, _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float);
surface.BaseColor = (_Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4.xyz);
surface.NormalTS = _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_R_4_Float;
surface.Smoothness = _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float;
surface.Occlusion = _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.texcoord = attributes.uv0;
result.texcoord1 = attributes.uv1;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
result.worldPos = varyings.positionWS;
result.worldNormal = varyings.normalWS;
// World Tangent isn't an available input on v2f_surf
result._ShadowCoord = varyings.shadowCoord;
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
result.sh = varyings.sh;
#endif
#endif
#if defined(LIGHTMAP_ON)
result.lmap.xy = varyings.lightmapUV;
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
result.positionWS = surfVertex.worldPos;
result.normalWS = surfVertex.worldNormal;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
result.shadowCoord = surfVertex._ShadowCoord;
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
result.sh = surfVertex.sh;
#endif
#endif
#if defined(LIGHTMAP_ON)
result.lightmapUV = surfVertex.lmap.xy;
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD>/<00><>c<EFBFBD>#<23>2<07>5<EFBFBD><14><04> __SCREEN_SPACE_OCCLUSION_ LIGHTMAP_ON_DIRLIGHTMAP_COMBINED__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTS_ADDITIONAL_OFF__ADDITIONAL_LIGHT_SHADOWS_ _SHADOWS_SOFT_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2 __SCREEN_SPACE_OCCLUSION_ LIGHTMAP_ON_DIRLIGHTMAP_COMBINED__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTS_ADDITIONAL_OFF__ADDITIONAL_LIGHT_SHADOWS_ _SHADOWS_SOFT_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2S DIRECTIONAL DIRECTIONAL LIGHTPROBE_SH DIRECTIONALSHADOWS_SHADOWMASK LIGHTPROBE_SH DIRECTIONALDYNAMICLIGHTMAP_ON DIRECTIONAL LIGHTMAP_ON DIRECTIONAL LIGHTMAP_ONDYNAMICLIGHTMAP_ON DIRECTIONAL LIGHTMAP_ON LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONDYNAMICLIGHTMAP_ONLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONLIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH DIRECTIONALDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINED DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINED LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDLIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONSHADOWS_SHADOWMASK DIRECTIONAL LIGHTMAP_ONDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK DIRECTIONAL LIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASK DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASK LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH DIRECTIONALSHADOWS_SCREEN DIRECTIONALSHADOWS_SCREEN LIGHTPROBE_SH DIRECTIONALDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONALSHADOWS_SCREENLIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH DIRECTIONALDYNAMICLIGHTMAP_ONSHADOWS_SCREENLIGHTMAP_SHADOW_MIXING DIRECTIONALSHADOWS_SCREENSHADOWS_SHADOWMASK LIGHTPROBE_SH DIRECTIONALDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_SHADOWMASK DIRECTIONALSHADOWS_SCREENSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH DIRECTIONALDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONDYNAMICLIGHTMAP_ONSHADOWS_SCREEN DIRECTIONAL LIGHTMAP_ONSHADOWS_SCREEN LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONSHADOWS_SCREENLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONDYNAMICLIGHTMAP_ONSHADOWS_SCREENLIGHTMAP_SHADOW_MIXING DIRECTIONAL LIGHTMAP_ONSHADOWS_SCREENLIGHTMAP_SHADOW_MIXING LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONSHADOWS_SCREENSHADOWS_SHADOWMASK DIRECTIONAL LIGHTMAP_ONDYNAMICLIGHTMAP_ONSHADOWS_SCREENSHADOWS_SHADOWMASK DIRECTIONAL LIGHTMAP_ONSHADOWS_SCREENSHADOWS_SHADOWMASK LIGHTPROBE_SH DIRECTIONAL LIGHTMAP_ONSHADOWS_SCREENSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXI
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING<_SCREEN_SPACE_OCCLUSION LIGHTMAP_ON DIRLIGHTMAP_COMBINED _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF _ADDITIONAL_LIGHT_SHADOWS _SHADOWS_SOFT LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK INSTANCING_ON FOG_LINEAR FOG_EXP FOG_EXP2<50>DIRECTIONAL LIGHTPROBE_SH SHADOWS_SHADOWMASK DYNAMICLIGHTMAP_ON LIGHTMAP_ON LIGHTMAP_SHADOW_MIXING DIRLIGHTMAP_COMBINED SHADOWS_SCREEN VERTEXLIGHT_ONK<>)W#if defined(SHADER_STAGE_VERTEX)
#define _SCREEN_SPACE_OCCLUSION_KEYWORD_DECLARED 1
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_CASCADE_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_SCREEN_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_VERTEX_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_KEYWORD_DECLARED 1
#define _ADDITIONAL_OFF_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#define FOG_LINEAR_KEYWORD_DECLARED 1
#define FOG_EXP_KEYWORD_DECLARED 1
#define FOG_EXP2_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _SCREEN_SPACE_OCCLUSION_KEYWORD_DECLARED 1
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_CASCADE_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_SCREEN_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_VERTEX_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHTS_KEYWORD_DECLARED 1
#define _ADDITIONAL_OFF_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#define FOG_LINEAR_KEYWORD_DECLARED 1
#define FOG_EXP_KEYWORD_DECLARED 1
#define FOG_EXP2_KEYWORD_DECLARED 1
#endif
#line 566 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 566 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.0
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma multi_compile_fwdadd_fullshadows
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD_ADD
#define BUILTIN_TARGET_API 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if defined(LIGHTMAP_ON)
float2 lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
float4 shadowCoord;
#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;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 lightmapUV : INTERP0;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP1;
#endif
float4 tangentWS : INTERP2;
float4 texCoord0 : INTERP3;
float4 fogFactorAndVertexLight : INTERP4;
float4 shadowCoord : INTERP5;
float3 positionWS : INTERP6;
float3 normalWS : INTERP7;
#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.lightmapUV = input.lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.shadowCoord.xyzw = input.shadowCoord;
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.lightmapUV = input.lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.shadowCoord = input.shadowCoord.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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
void Unity_SplitTextureTransform_float(UnityTexture2D In, out float2 Tiling, out float2 Offset, out UnityTexture2D TextureOnly)
{
TextureOnly = In;
TextureOnly.scaleTranslate = float4(1.0f, 1.0f, 0.0f, 0.0f);
Tiling = In.scaleTranslate.xy;
Offset = In.scaleTranslate.zw;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 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_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
UnityTexture2D _Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2;
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2;
UnityTexture2D _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D;
Unity_SplitTextureTransform_float(_Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D);
float2 _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2);
float4 _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.tex, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.samplerstate, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_R_4_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.r;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_G_5_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.g;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_B_6_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.b;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_A_7_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.a;
float4 _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4 = _BaseColor;
float4 _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4, _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4, _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4);
UnityTexture2D _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BumpMap);
float4 _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.tex, _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.samplerstate, _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4);
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_R_4_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.r;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_G_5_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.g;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_B_6_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.b;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_A_7_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.a;
float _Property_bb6c65f1cfc248bd94e7371eaa4d642a_Out_0_Float = _BumpScale;
float3 _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3;
Unity_NormalStrength_float((_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.xyz), _Property_bb6c65f1cfc248bd94e7371eaa4d642a_Out_0_Float, _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3);
UnityTexture2D _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_MetallicGlossMap);
float4 _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.tex, _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.samplerstate, _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_R_4_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.r;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_G_5_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.g;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_B_6_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.b;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_A_7_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.a;
float _Property_d995e4e1a3eb4eb4883c315c9adaa523_Out_0_Float = _Smoothness;
float _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_A_7_Float, _Property_d995e4e1a3eb4eb4883c315c9adaa523_Out_0_Float, _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float);
float _Property_2f797dde79fa45c5875ee85919eb964b_Out_0_Float = _OcclusionStrength;
float _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float;
Unity_Lerp_float(float(1), _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_G_5_Float, _Property_2f797dde79fa45c5875ee85919eb964b_Out_0_Float, _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float);
surface.BaseColor = (_Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4.xyz);
surface.NormalTS = _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_R_4_Float;
surface.Smoothness = _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float;
surface.Occlusion = _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.texcoord = attributes.uv0;
result.texcoord1 = attributes.uv1;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
result.worldPos = varyings.positionWS;
result.worldNormal = varyings.normalWS;
// World Tangent isn't an available input on v2f_surf
result._ShadowCoord = varyings.shadowCoord;
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
result.sh = varyings.sh;
#endif
#endif
#if defined(LIGHTMAP_ON)
result.lmap.xy = varyings.lightmapUV;
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
result.positionWS = surfVertex.worldPos;
result.normalWS = surfVertex.worldNormal;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
result.shadowCoord = surfVertex._ShadowCoord;
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
result.sh = surfVertex.sh;
#endif
#endif
#if defined(LIGHTMAP_ON)
result.lightmapUV = surfVertex.lmap.xy;
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRForwardAddPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD>8GF<47><46><EFBFBD><EFBFBD>]<5D><>r,֬<><D6AC><EFBFBD> __SCREEN_SPACE_OCCLUSION_ LIGHTMAP_ON_DIRLIGHTMAP_COMBINED__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTS_ADDITIONAL_OFF__ADDITIONAL_LIGHT_SHADOWS_ _SHADOWS_SOFT_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2 __SCREEN_SPACE_OCCLUSION_ LIGHTMAP_ON_DIRLIGHTMAP_COMBINED__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTS_ADDITIONAL_OFF__ADDITIONAL_LIGHT_SHADOWS_ _SHADOWS_SOFT_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2/POINT DIRECTIONALSPOT POINT_COOKIEDIRECTIONAL_COOKIEPOINTSHADOWS_SHADOWMASK DIRECTIONALSHADOWS_SHADOWMASKSPOTSHADOWS_SHADOWMASK POINT_COOKIESHADOWS_SHADOWMASKDIRECTIONAL_COOKIESHADOWS_SHADOWMASKPOINTSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONALSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGSPOTSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING POINT_COOKIESHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGDIRECTIONAL_COOKIESHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTHSPOT SHADOWS_DEPTH SHADOWS_SOFTSPOT SHADOWS_DEPTHLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTH SHADOWS_SOFTLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTHSHADOWS_SHADOWMASKSPOT SHADOWS_DEPTH SHADOWS_SOFTSHADOWS_SHADOWMASKSPOT SHADOWS_DEPTHSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTH SHADOWS_SOFTSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONALSHADOWS_SCREENDIRECTIONAL_COOKIESHADOWS_SCREEN DIRECTIONALSHADOWS_SCREENLIGHTMAP_SHADOW_MIXINGDIRECTIONAL_COOKIESHADOWS_SCREENLIGHTMAP_SHADOW_MIXING DIRECTIONALSHADOWS_SCREENSHADOWS_SHADOWMASKDIRECTIONAL_COOKIESHADOWS_SCREENSHADOWS_SHADOWMASK DIRECTIONALSHADOWS_SCREENSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGDIRECTIONAL_COOKIESHADOWS_SCREENSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGPOINT SHADOWS_CUBEPOINT SHADOWS_CUBE SHADOWS_SOFTPOINT SHADOWS_CUBELIGHTMAP_SHADOW_MIXINGPOINT SHADOWS_CUBE SHADOWS_SOFTLIGHTMAP_SHADOW_MIXINGPOINT SHADOWS_CUBESHADOWS_SHADOWMASKPOINT SHADOWS_CUBE SHADOWS_SOFTSHADOWS_SHADOWMASKPOINT SHADOWS_CUBESHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGPOINT SHADOWS_CUBE SHADOWS_SOFTSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING POINT_COOKIE SHADOWS_CUBE POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFT POINT_COOKIE SHADOWS_CUBELIGHTMAP_SHADOW_MIXING POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFTLIGHTMAP_SHADOW_MIXING POINT_COOKIE SHADOWS_CUBESHADOWS_SHADOWMASK POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFTSHADOWS_SHADOWMASK POINT_COOKIE SHADOWS_CUBESHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING POINT_COOKIE SHADOWS_CUBE SHADOWS_SOFTSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING/POINT DIRECTIONALSPOT POINT_COOKIEDIRECTIONAL_COOKIEPOINTSHADOWS_SHADOWMASK DIRECTIONALSHADOWS_SHADOWMASKSPOTSHADOWS_SHADOWMASK POINT_COOKIESHADOWS_SHADOWMASKDIRECTIONAL_COOKIESHADOWS_SHADOWMASKPOINTSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING DIRECTIONALSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGSPOTSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXING POINT_COOKIESHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGDIRECTIONAL_COOKIESHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTHSPOT SHADOWS_DEPTH SHADOWS_SOFTSPOT SHADOWS_DEPTHLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTH SHADOWS_SOFTLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTHSHADOWS_SHADOWMASKSPOT SHADOWS_DEPTH SHADOWS_SOFTSHADOWS_SHADOWMASKSPOT SHADOWS_DEPTHSHADOWS_SHADOWMASKLIGHTMAP_SHADOW_MIXINGSPOT SHADOWS_DEPTH SHADOWS_SOFTSHADOWS_
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING<_SCREEN_SPACE_OCCLUSION LIGHTMAP_ON DIRLIGHTMAP_COMBINED _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS _ADDITIONAL_OFF _ADDITIONAL_LIGHT_SHADOWS _SHADOWS_SOFT LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK INSTANCING_ON FOG_LINEAR FOG_EXP FOG_EXP2<50>POINT DIRECTIONAL SPOT POINT_COOKIE DIRECTIONAL_COOKIE SHADOWS_SHADOWMASK LIGHTMAP_SHADOW_MIXING SHADOWS_DEPTH SHADOWS_SOFT SHADOWS_SCREEN SHADOWS_CUBE<00>A<00>S#if defined(SHADER_STAGE_VERTEX)
#define _MAIN_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_CASCADE_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_SCREEN_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define _MIXED_LIGHTING_SUBTRACTIVE_KEYWORD_DECLARED 1
#define _GBUFFER_NORMALS_OCT_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _MAIN_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_CASCADE_KEYWORD_DECLARED 1
#define _MAIN_LIGHT_SHADOWS_SCREEN_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define _MIXED_LIGHTING_SUBTRACTIVE_KEYWORD_DECLARED 1
#define _GBUFFER_NORMALS_OCT_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#line 1089 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 1089 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 4.5
#pragma multi_compile_instancing
#pragma exclude_renderers nomrt
#pragma multi_compile_prepassfinal
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _GBUFFER_NORMALS_OCT
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEFERRED
#define BUILTIN_TARGET_API 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if defined(LIGHTMAP_ON)
float2 lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
float4 fogFactorAndVertexLight;
float4 shadowCoord;
#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;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 lightmapUV : INTERP0;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP1;
#endif
float4 tangentWS : INTERP2;
float4 texCoord0 : INTERP3;
float4 fogFactorAndVertexLight : INTERP4;
float4 shadowCoord : INTERP5;
float3 positionWS : INTERP6;
float3 normalWS : INTERP7;
#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.lightmapUV = input.lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.shadowCoord.xyzw = input.shadowCoord;
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.lightmapUV = input.lightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.shadowCoord = input.shadowCoord.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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
void Unity_SplitTextureTransform_float(UnityTexture2D In, out float2 Tiling, out float2 Offset, out UnityTexture2D TextureOnly)
{
TextureOnly = In;
TextureOnly.scaleTranslate = float4(1.0f, 1.0f, 0.0f, 0.0f);
Tiling = In.scaleTranslate.xy;
Offset = In.scaleTranslate.zw;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 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_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
UnityTexture2D _Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2;
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2;
UnityTexture2D _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D;
Unity_SplitTextureTransform_float(_Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D);
float2 _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2);
float4 _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.tex, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.samplerstate, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_R_4_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.r;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_G_5_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.g;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_B_6_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.b;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_A_7_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.a;
float4 _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4 = _BaseColor;
float4 _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4, _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4, _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4);
UnityTexture2D _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BumpMap);
float4 _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.tex, _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.samplerstate, _Property_6b731b53dbd943dca0272af1ba35237a_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4);
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_R_4_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.r;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_G_5_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.g;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_B_6_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.b;
float _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_A_7_Float = _SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.a;
float _Property_bb6c65f1cfc248bd94e7371eaa4d642a_Out_0_Float = _BumpScale;
float3 _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3;
Unity_NormalStrength_float((_SampleTexture2D_2df66bd5f461423e8fb7d5b35149bd1b_RGBA_0_Vector4.xyz), _Property_bb6c65f1cfc248bd94e7371eaa4d642a_Out_0_Float, _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3);
UnityTexture2D _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_MetallicGlossMap);
float4 _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.tex, _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.samplerstate, _Property_478f4ad3240c4c8294f309cdc7b3deec_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_R_4_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.r;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_G_5_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.g;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_B_6_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.b;
float _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_A_7_Float = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_RGBA_0_Vector4.a;
float _Property_d995e4e1a3eb4eb4883c315c9adaa523_Out_0_Float = _Smoothness;
float _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_A_7_Float, _Property_d995e4e1a3eb4eb4883c315c9adaa523_Out_0_Float, _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float);
float _Property_2f797dde79fa45c5875ee85919eb964b_Out_0_Float = _OcclusionStrength;
float _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float;
Unity_Lerp_float(float(1), _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_G_5_Float, _Property_2f797dde79fa45c5875ee85919eb964b_Out_0_Float, _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float);
surface.BaseColor = (_Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4.xyz);
surface.NormalTS = _NormalStrength_bf989afc0c66446ba86e6b64a328c9f6_Out_2_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Metallic = _SampleTexture2D_a088586d89c54685a79d5a82ab29a2ba_R_4_Float;
surface.Smoothness = _Multiply_0c1a124f99494c12938d66b2c8c6e609_Out_2_Float;
surface.Occlusion = _Lerp_3f3a6480ee8e4a53ae3665c330b98465_Out_3_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.texcoord = attributes.uv0;
result.texcoord1 = attributes.uv1;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
result.worldPos = varyings.positionWS;
result.worldNormal = varyings.normalWS;
// World Tangent isn't an available input on v2f_surf
result._ShadowCoord = varyings.shadowCoord;
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
result.sh = varyings.sh;
#endif
#endif
#if defined(LIGHTMAP_ON)
result.lmap.xy = varyings.lightmapUV;
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
result.positionWS = surfVertex.worldPos;
result.normalWS = surfVertex.worldNormal;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
result.shadowCoord = surfVertex._ShadowCoord;
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
result.sh = surfVertex.sh;
#endif
#endif
#if defined(LIGHTMAP_ON)
result.lightmapUV = surfVertex.lmap.xy;
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRDeferredPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD>CY<><59>jP<6A><50><EFBFBD> <09><>V<EFBFBD><56>
)__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ _SHADOWS_SOFT_LIGHTMAP_SHADOW_MIXING__MIXED_LIGHTING_SUBTRACTIVE__GBUFFER_NORMALS_OCT__ INSTANCING_ON__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ _SHADOWS_SOFT_LIGHTMAP_SHADOW_MIXING__MIXED_LIGHTING_SUBTRACTIVE__GBUFFER_NORMALS_OCT__ INSTANCING_ON& LIGHTPROBE_SHDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTPROBE_SHDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTMAP_ON LIGHTMAP_ON LIGHTPROBE_SH LIGHTMAP_ONDYNAMICLIGHTMAP_ON LIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTPROBE_SH LIGHTMAP_ONDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASKDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTMAP_ONDIRLIGHTMAP_COMBINED LIGHTMAP_ONDIRLIGHTMAP_COMBINED LIGHTPROBE_SH LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASK LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASK LIGHTPROBE_SH LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK UNITY_HDR_ON UNITY_HDR_ON LIGHTPROBE_SHDYNAMICLIGHTMAP_ON UNITY_HDR_ON UNITY_HDR_ONSHADOWS_SHADOWMASK UNITY_HDR_ONSHADOWS_SHADOWMASK LIGHTPROBE_SH LIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ON UNITY_HDR_ON LIGHTPROBE_SH LIGHTMAP_ONDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ON UNITY_HDR_ONSHADOWS_SHADOWMASK LIGHTMAP_ON UNITY_HDR_ONSHADOWS_SHADOWMASK LIGHTPROBE_SH LIGHTMAP_ONDYNAMICLIGHTMAP_ON UNITY_HDR_ONSHADOWS_SHADOWMASKDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ONSHADOWS_SHADOWMASK LIGHTMAP_ONDIRLIGHTMAP_COMBINED UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINED UNITY_HDR_ON LIGHTPROBE_SH LIGHTMAP_ONDIRLIGHTMAP_COMBINED UNITY_HDR_ONSHADOWS_SHADOWMASK LIGHTMAP_ONDIRLIGHTMAP_COMBINED UNITY_HDR_ONSHADOWS_SHADOWMASK LIGHTPROBE_SH LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON UNITY_HDR_ONSHADOWS_SHADOWMASK& LIGHTPROBE_SHDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTPROBE_SHDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTMAP_ON LIGHTMAP_ON LIGHTPROBE_SH LIGHTMAP_ONDYNAMICLIGHTMAP_ON LIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTPROBE_SH LIGHTMAP_ONDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASKDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK LIGHTMAP_ONDIRLIGHTMAP_COMBINED LIGHTMAP_ONDIRLIGHTMAP_COMBINED LIGHTPROBE_SH LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ON LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASK LIGHTMAP_ONDIRLIGHTMAP_COMBINEDSHADOWS_SHADOWMASK LIGHTPROBE_SH LIGHTMAP_ONDIRLIGHTMAP_COMBINEDDYNAMICLIGHTMAP_ONSHADOWS_SHADOWMASK UNITY_HDR_ON UNITY_HDR_ON LIGHTPROBE_SHDYNAMICLIGHTMAP_ON UNITY_HDR_ON UNITY_HDR_ONSHADOWS_SHADOWMASK UNITY_HDR_ONSHADOWS_SHADOW
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING<00>_MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _SHADOWS_SOFT LIGHTMAP_SHADOW_MIXING _MIXED_LIGHTING_SUBTRACTIVE _GBUFFER_NORMALS_OCT INSTANCING_ONaLIGHTPROBE_SH DYNAMICLIGHTMAP_ON SHADOWS_SHADOWMASK LIGHTMAP_ON DIRLIGHTMAP_COMBINED UNITY_HDR_ON<00> X+#if defined(SHADER_STAGE_VERTEX)
#define _CASTING_PUNCTUAL_LIGHT_SHADOW_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _CASTING_PUNCTUAL_LIGHT_SHADOW_KEYWORD_DECLARED 1
#endif
#line 1610 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 1610 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
#define BUILTIN_TARGET_API 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#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
{
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#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 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 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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD>Le`t<><74><EFBFBD>o4<6F><34><00>w<EFBFBD><77>HQ<48><51><EFBFBD><EFBFBD>u,<2C>e<><17><><EFBFBD>__CASTING_PUNCTUAL_LIGHT_SHADOW__CASTING_PUNCTUAL_LIGHT_SHADOW SHADOWS_DEPTH SHADOWS_CUBE SHADOWS_DEPTH SHADOWS_CUBE<00>
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING_CASTING_PUNCTUAL_LIGHT_SHADOWSHADOWS_DEPTH SHADOWS_CUBE<00>+#if defined(SHADER_STAGE_VERTEX)
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#line 1969 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 1969 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.0
#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 FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define BUILTIN_TARGET_API 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#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
{
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#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 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 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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD><00>×<><C397>f<EFBFBD>ɷ<><C9B7>0<EFBFBD>[+<2B>__ INSTANCING_ON__ INSTANCING_ON<00>
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING INSTANCING_ON<00>t9#if defined(SHADER_STAGE_VERTEX)
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A_KEYWORD_DECLARED 1
#endif
#line 2324 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 2324 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_META
#define BUILTIN_TARGET_API 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
#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
{
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
#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;
#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;
#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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
void Unity_SplitTextureTransform_float(UnityTexture2D In, out float2 Tiling, out float2 Offset, out UnityTexture2D TextureOnly)
{
TextureOnly = In;
TextureOnly.scaleTranslate = float4(1.0f, 1.0f, 0.0f, 0.0f);
Tiling = In.scaleTranslate.xy;
Offset = In.scaleTranslate.zw;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
// 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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
UnityTexture2D _Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D = UnityBuildTexture2DStruct(_BaseMap);
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2;
float2 _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2;
UnityTexture2D _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D;
Unity_SplitTextureTransform_float(_Property_2278504e4da047039c04196bf27d0cfc_Out_0_Texture2D, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_TextureOnly_3_Texture2D);
float2 _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Tiling_1_Vector2, _SplitTextureTransform_4cd836eab3324550a6b7733cda8a5918_Offset_2_Vector2, _TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2);
float4 _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.tex, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.samplerstate, _Property_e818d2656c0749feb644c9741f458c94_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_a2224e1ecfbf42ad80edf25ff9f4e8be_Out_3_Vector2) );
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_R_4_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.r;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_G_5_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.g;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_B_6_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.b;
float _SampleTexture2D_706d2983fe764691963bb466f48230f7_A_7_Float = _SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4.a;
float4 _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4 = _BaseColor;
float4 _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_706d2983fe764691963bb466f48230f7_RGBA_0_Vector4, _Property_96fbf3e0ac5c4dcbbfbb87f0b8f996f2_Out_0_Vector4, _Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4);
surface.BaseColor = (_Multiply_36d47afc5aab4ffb9a7638f7bd870b80_Out_2_Vector4.xyz);
surface.Emission = float3(0, 0, 0);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.texcoord = attributes.uv0;
result.texcoord1 = attributes.uv1;
result.texcoord2 = attributes.uv2;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD> <00><><EFBFBD><EFBFBD>E<EFBFBD><45><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>]7<><37>_$_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A_$_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A<00>
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING~E*+#if defined(SHADER_STAGE_VERTEX)
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#line 2731 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 2731 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.0
#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 FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SceneSelectionPass
#define BUILTIN_TARGET_API 1
#define SCENESELECTIONPASS 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#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
{
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#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 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 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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD><00>
×<><C397>f<EFBFBD>ɷ<><C9B7>0<EFBFBD>[+<2B>__ INSTANCING_ON__ INSTANCING_ON<00>
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING INSTANCING_ON<00><>&+#if defined(SHADER_STAGE_VERTEX)
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#line 3087 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 3087 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.0
#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 FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS ScenePickingPass
#define BUILTIN_TARGET_API 1
#define SCENEPICKINGPASS 1
#ifdef _BUILTIN_SURFACE_TYPE_TRANSPARENT
#define _SURFACE_TYPE_TRANSPARENT _BUILTIN_SURFACE_TYPE_TRANSPARENT
#endif
#ifdef _BUILTIN_ALPHATEST_ON
#define _ALPHATEST_ON _BUILTIN_ALPHATEST_ON
#endif
#ifdef _BUILTIN_AlphaClip
#define _AlphaClip _BUILTIN_AlphaClip
#endif
#ifdef _BUILTIN_ALPHAPREMULTIPLY_ON
#define _ALPHAPREMULTIPLY_ON _BUILTIN_ALPHAPREMULTIPLY_ON
#endif
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Shim/Shims.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/LegacySurfaceVertex.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
#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
{
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#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 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 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)
float4 _BaseColor;
float _Smoothness;
float4 _MetallicGlossMap_TexelSize;
float _BumpScale;
float4 _BumpMap_TexelSize;
float _OcclusionStrength;
float4 _BaseMap_TexelSize;
float4 _BaseMap_ST;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Includes
// GraphIncludes: <None>
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
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);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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;
}
void BuildAppDataFull(Attributes attributes, VertexDescription vertexDescription, inout appdata_full result)
{
result.vertex = float4(attributes.positionOS, 1);
result.tangent = attributes.tangentOS;
result.normal = attributes.normalOS;
result.vertex = float4(vertexDescription.Position, 1);
result.normal = vertexDescription.Normal;
result.tangent = float4(vertexDescription.Tangent, 0);
#if UNITY_ANY_INSTANCING_ENABLED
#endif
}
void VaryingsToSurfaceVertex(Varyings varyings, inout v2f_surf result)
{
result.pos = varyings.positionCS;
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogCoord = varyings.fogFactorAndVertexLight.x;
COPY_TO_LIGHT_COORDS(result, varyings.fogFactorAndVertexLight.yzw);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(varyings, result);
}
void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
{
result.positionCS = surfVertex.pos;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
#if UNITY_ANY_INSTANCING_ENABLED
#endif
#if UNITY_SHOULD_SAMPLE_SH
#if !defined(LIGHTMAP_ON)
#endif
#endif
#if defined(LIGHTMAP_ON)
#endif
#ifdef VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
result.fogFactorAndVertexLight.x = surfVertex.fogCoord;
COPY_FROM_LIGHT_COORDS(result.fogFactorAndVertexLight.yzw, surfVertex);
#endif
DEFAULT_UNITY_TRANSFER_VERTEX_OUTPUT_STEREO(surfVertex, result);
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
5Packages/com.unity.shadergraph/GraphTemplates/BuiltInBuiltIn Lit Basic.shadergraph<00><><EFBFBD><EFBFBD> ×<><C397>f<EFBFBD>ɷ<><C9B7>0<EFBFBD>[+<2B>__ INSTANCING_ON__ INSTANCING_ON<00>
SHADOWS_SOFT<46>DIRLIGHTMAP_COMBINED<45>DYNAMICLIGHTMAP_ON<00>SHADOWS_SCREEN<00> INSTANCING_ONPROCEDURAL_INSTANCING_ON@STEREO_MULTIVIEW_ON<00>STEREO_INSTANCING_ON<4F>"UNITY_DEVICE_SUPPORTS_NATIVE_16BIT (UNITY_DEVICE_SUPPORTS_INLINE_RAY_TRACING INSTANCING_ON<02>}<7D>=\L<>=<3D><>u<EFBFBD>D<EFBFBD>BuiltIn Lit Basic<00><><EFBFBD><EFBFBD>K<EFBFBD>E<EFBFBD><00><><EFBFBD><EFBFBD>_BaseMap<00>?<00>?_BumpMap<00>?<00>?_MetallicGlossMap<00><>*<00>?<00>?_BUILTIN_QueueControl<00><>_BUILTIN_QueueOffset
_BumpScale<00>?_OcclusionStrength<00>? _Smoothness?
_BaseColor<00>?<00>?<00>?<00>?m<><6D>b<EFBFBD>O<EFBFBD><4F><EFBFBD>/<2F><>+<2B><><EFBFBD>.C<><43><17><> <09><><EFBFBD><EFBFBD>K<EFBFBD>E<EFBFBD><00>y<EFBFBD>Built-In Lit BasicBasics~A Built-In renderer template that includes a basic set of texture parameters - Base Map, Normal Map, Mask Map, and several parameters for adjusting the results.
This template should only be used if URP and HDRP are not present in your project and you're just using the Built-In render pipeline.
<i>Supported Pipeline(s): Built-in
Active Target: Lit
VFX Graph Support: disabled</i><00><>* <00>y<EFBFBD>SUnity.ShaderGraph.Editor::UnityEditor.Rendering.BuiltIn.ShaderGraph.BuiltInMetadata<00>