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#define SKINNED_SPRITE_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_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 DEBUG_DISPLAY_KEYWORD_DECLARED 1
#define _USE_COLOR_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_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
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 44 ""
#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 44 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_vertex _ SKINNED_SPRITE
#pragma shader_feature_fragment _ _USE_COLOR
#if defined(_USE_COLOR)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SPRITEUNLIT
#define _DISABLE_COLOR_TINT 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
float3 positionWS : INTERP2;
float3 normalWS : INTERP3;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Clamp);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_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;
float Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D = UnityBuildTexture2DStruct(_MainTex);
float4 _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Clamp).samplerstate, _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_R_4_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.r;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_G_5_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.g;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_B_6_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.b;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_A_7_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.a;
float4 _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
Unity_Multiply_float4_float4(IN.VertexColor, _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4, _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4);
#if defined(_USE_COLOR)
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
#else
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4;
#endif
float3 _Swizzle_0c3fee7ce47344808f05f3269ca15eae_Out_1_Vector3 = (_UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4.xyz).xyz;
float _Split_a6f2e7f0b33a45f8916d349576dc7933_R_1_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[0];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_G_2_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[1];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_B_3_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[2];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[3];
surface.BaseColor = _Swizzle_0c3fee7ce47344808f05f3269ca15eae_Out_1_Vector3;
surface.Alpha = _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
RPackages/com.unity.render-pipelines.universal/Editor/ShaderGraph/GraphTemplates/2D1_2D Sprite Unlit.shadergraph<00><><EFBFBD><EFBFBD>.<1D>K^<5E><><EFBFBD>[<5B><><EFBFBD><EFBFBD>$<24>@_SKINNED_SPRITE_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2_ DEBUG_DISPLAY_
_USE_COLOR_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2&_FOVEATED_RENDERING_NON_UNIFORM_RASTER
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_TRACINGmSKINNED_SPRITE DEBUG_DISPLAY _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ON FOG_LINEAR FOG_EXP FOG_EXP2!<21><00>1#if defined(SHADER_STAGE_VERTEX)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _USE_COLOR_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 410 ""
#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 410 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
#pragma shader_feature_fragment _ _USE_COLOR
#if defined(_USE_COLOR)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
#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 _MainTex_TexelSize;
float4 _MainTex_ST;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Clamp);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_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
{
float Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D = UnityBuildTexture2DStruct(_MainTex);
float4 _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Clamp).samplerstate, _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_R_4_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.r;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_G_5_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.g;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_B_6_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.b;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_A_7_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.a;
float4 _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
Unity_Multiply_float4_float4(IN.VertexColor, _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4, _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4);
#if defined(_USE_COLOR)
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
#else
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4;
#endif
float _Split_a6f2e7f0b33a45f8916d349576dc7933_R_1_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[0];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_G_2_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[1];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_B_3_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[2];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[3];
surface.Alpha = _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
RPackages/com.unity.render-pipelines.universal/Editor/ShaderGraph/GraphTemplates/2D1_2D Sprite Unlit.shadergraph<00><><EFBFBD><EFBFBD><00>o<><6F><EFBFBD>h<EFBFBD><68>jr<6A>4<05><>]:@_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_INSTANCING_ON__ INSTANCING_ON_
_USE_COLOR_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_INSTANCING_ON__ INSTANCING_ON&_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_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_TRACINGG_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_INSTANCING_ON INSTANCING_ON<14><00>1#if defined(SHADER_STAGE_VERTEX)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _USE_COLOR_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 762 ""
#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 762 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
#pragma shader_feature_fragment _ _USE_COLOR
#if defined(_USE_COLOR)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
#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 _MainTex_TexelSize;
float4 _MainTex_ST;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Clamp);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_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
{
float Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D = UnityBuildTexture2DStruct(_MainTex);
float4 _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Clamp).samplerstate, _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_R_4_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.r;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_G_5_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.g;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_B_6_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.b;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_A_7_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.a;
float4 _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
Unity_Multiply_float4_float4(IN.VertexColor, _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4, _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4);
#if defined(_USE_COLOR)
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
#else
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4;
#endif
float _Split_a6f2e7f0b33a45f8916d349576dc7933_R_1_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[0];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_G_2_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[1];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_B_3_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[2];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[3];
surface.Alpha = _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
RPackages/com.unity.render-pipelines.universal/Editor/ShaderGraph/GraphTemplates/2D1_2D Sprite Unlit.shadergraph<00><><EFBFBD><EFBFBD><00>o<><6F><EFBFBD>h<EFBFBD><68>jr<6A>4<05><>]:@_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_INSTANCING_ON__ INSTANCING_ON_
_USE_COLOR_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_INSTANCING_ON__ INSTANCING_ON&_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_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_TRACINGG_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_INSTANCING_ON INSTANCING_ONt/85#if defined(SHADER_STAGE_VERTEX)
#define SKINNED_SPRITE_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_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 DEBUG_DISPLAY_KEYWORD_DECLARED 1
#define _USE_COLOR_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_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
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 1119 ""
#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 1119 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_vertex _ SKINNED_SPRITE
#pragma shader_feature_fragment _ _USE_COLOR
#if defined(_USE_COLOR)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#define _DISABLE_COLOR_TINT 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float3 normalWS;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float4 uv0;
float4 VertexColor;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : INTERP0;
float4 color : INTERP1;
float3 positionWS : INTERP2;
float3 normalWS : INTERP3;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.color.xyzw = input.color;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.color = input.color.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _MainTex_TexelSize;
float4 _MainTex_ST;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Clamp);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_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;
float Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D = UnityBuildTexture2DStruct(_MainTex);
float4 _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Clamp).samplerstate, _Property_28e02ff88fbb4ffa899ba50e51a556da_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_R_4_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.r;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_G_5_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.g;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_B_6_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.b;
float _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_A_7_Float = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4.a;
float4 _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
Unity_Multiply_float4_float4(IN.VertexColor, _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4, _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4);
#if defined(_USE_COLOR)
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _Multiply_21009fe4e001415cb15ec575d62c98b4_Out_2_Vector4;
#else
float4 _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4 = _SampleTexture2D_ceb20f6eac1c4c7e80cb084fdbfe3ae9_RGBA_0_Vector4;
#endif
float3 _Swizzle_0c3fee7ce47344808f05f3269ca15eae_Out_1_Vector3 = (_UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4.xyz).xyz;
float _Split_a6f2e7f0b33a45f8916d349576dc7933_R_1_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[0];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_G_2_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[1];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_B_3_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[2];
float _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float = _UseColor_6abd0bc7186c40f8befdfb2642ddf623_Out_0_Vector4[3];
surface.BaseColor = _Swizzle_0c3fee7ce47344808f05f3269ca15eae_Out_1_Vector3;
surface.Alpha = _Split_a6f2e7f0b33a45f8916d349576dc7933_A_4_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.VertexColor = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
RPackages/com.unity.render-pipelines.universal/Editor/ShaderGraph/GraphTemplates/2D1_2D Sprite Unlit.shadergraph<00><><EFBFBD><EFBFBD>a<1D>K^<5E><><EFBFBD>[<5B><><EFBFBD><EFBFBD>$<24>@_SKINNED_SPRITE_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2_ DEBUG_DISPLAY_
_USE_COLOR_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2&_FOVEATED_RENDERING_NON_UNIFORM_RASTER
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_TRACINGmSKINNED_SPRITE DEBUG_DISPLAY _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ON FOG_LINEAR FOG_EXP FOG_EXP2R
<EFBFBD>K(<28><>L<EFBFBD><4C>/| Po<50> <00>y<EFBFBD>eUnity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.ShaderGraph.UniversalMetadata<00>1_2D Sprite Unlit<00><><EFBFBD><EFBFBD>K<EFBFBD>E<EFBFBD>
_USE_COLOR<00><><EFBFBD><EFBFBD>_MainTex<00>?<00>?unity_Lightmaps<00>?<00>?unity_LightmapsInd<00>?<00>?unity_ShadowMasks<00>?<00>?
_USE_COLOR<00>?White<00>?<00>?<00>?<00>?m<><6D>b<EFBFBD>O<EFBFBD><4F><EFBFBD>ӑ<EFBFBD>b<1A>ٕ/<2F><>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>K<EFBFBD>E<EFBFBD><00>y<EFBFBD>2D Sprite UnlitBasicsVA basic shader for unlit sprites.
Unlit shaders are very cheap to render because they skip all of the complexity of calculating lighting. If you don't need lighting for your material, you can save a lot of performance by using an Unlit shader like this one.
Supported Pipeline(s): URP
Active Target: Sprite Unlit
VFX Graph Support: disabled<00><>*