Files
VR-GAME/Library/Artifacts/54/549e67897c8b8e5149f8d132bc382985

4766 lines
309 KiB
Plaintext
Raw Normal View History

2026-04-25 12:12:07 +07:00
<01><><04>T<01><>0.0.0<00><><EFBFBD><EFBFBD>r<00><><EFBFBD><EFBFBD><EFBFBD>k<EFBFBD><6B><EFBFBD>K<EFBFBD><4B><EFBFBD><08><>F&<00>7<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00>E<00> <00><00><00>.<00><00>(a<00> <00><00><00>.<00><00><00><00>r<00> <00><00> <00>.<00>
<00>4<00>v<00> A<00><00> A.<00> A<00><00>]<00>A<00><00>K<00>h<00><><00> <00><00><00>.<00><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00>Q<00>j<00>H<00>3<00><><EFBFBD><EFBFBD><EFBFBD><01><>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<40><00><00><00><00>Q<00>j<00><00>H<00>=<00><><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00>Q<00>j<00><00><00>P<00><><EFBFBD><EFBFBD>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> <00><00><00>!bj<00> "<00><00>#<00>.<00>$<00>p<00><00><><EFBFBD><EFBFBD>%<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>&<00><00><00><00>'pj<00><><EFBFBD><EFBFBD><EFBFBD>(<00>H<00><><00><><EFBFBD><EFBFBD>)<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>*@<00><00><00>+Q<00>j<00>,<00><00><00><><EFBFBD><EFBFBD>-<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>.<00><00><00><00>/<00>j<00><><EFBFBD><EFBFBD><EFBFBD>0<00>H<00><><00><><EFBFBD><EFBFBD>1<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>2@ <00><00><00>3 Q<00>j<00>4<00><00><>5A<00><00><>6<00><00><>7<00><00><>8A<00><><EFBFBD><EFBFBD>9<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>:<00> <00><00><00>; j<00><><EFBFBD><EFBFBD><EFBFBD><<00>
H<00><><00><><EFBFBD><EFBFBD>=<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>>@ <00><00><00>? Q<00>j<00>@
<00><00><>AH<00><00><><EFBFBD><EFBFBD>B<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>C@ <00><00><00>D Q<00>j<00>EPPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>outputNodeTypeNameassetDependenciesPPtr<$Object>MinimalCategoryDatacategoryDatascategoryNameGraphInputDatapropertyDatasreferenceNameisKeywordpropertyTypekeywordTypeisCompoundPropertySubPropertyDatasubPropertiestooltip0<00><><EFBFBD>Q4<12><>E4<45>1\OPSaͯ
77<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00>E<00> <00><00><00>.<00>&<00>/a<00> <00><00><00>.<00>&<00><00><00>r<00> <00><00> <00>.<00>&
<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> Q<00>j<00>DU<00><><EFBFBD><EFBFBD><00>bw<00><><EFBFBD><EFBFBD><00><00><00><><00><><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00>Q<00>j<00>H<00><><00><><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00>Q<00>j<00><00><00><><00><><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00>H<00>j<00><><EFBFBD><EFBFBD><EFBFBD> <00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>!@
<00><00><00>"
Q<00>j<00>#<00><00><00>$<00><00><>%<00><00><>&<00><00><>'<00><00><>(<00><00><>)<00><00><><EFBFBD><EFBFBD>*<00>H<00><00><><EFBFBD><EFBFBD>+<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>,@ <00><00><00>- Q<00>j<00>.<00><00>-/<00><00>6<00><><EFBFBD><EFBFBD>0<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>1<00><00><00><00>2Cj<00><><EFBFBD><EFBFBD><EFBFBD>3<00><00><00>W<00><><EFBFBD><EFBFBD>4<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>5<00><00><00><00>6`j<00><><EFBFBD><EFBFBD><EFBFBD>7<00><00><00>o<00><><EFBFBD><EFBFBD>8<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>9<00>
<00><00><00>:
<00>j<00><><EFBFBD><EFBFBD><EFBFBD>;<00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>=@ <00><00><00>> Q<00>j<00>? <00><00>
<00>@<00><00><00>A}<00><00><><EFBFBD><EFBFBD>B<00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD>C<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>D@ <00><00><00>E Q<00>j<00>F <00><00><00><><EFBFBD><EFBFBD>G<00>
<00><00><00><><EFBFBD><EFBFBD>H<00> <00><00><>I H<00><><00><><EFBFBD><EFBFBD>J<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>K@ <00><00><00>L Q<00>j<00>M
<00><00><00><><EFBFBD><EFBFBD>N<00> <00><00><>O H<00><><00><><EFBFBD><EFBFBD>P<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>Q@ <00><00><00>R Q<00>j<00>S
<00><00><00><><EFBFBD><EFBFBD>T<00> <00><00><>U H<00><><00><><EFBFBD><EFBFBD>V<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>W@ <00><00><00>X Q<00>j<00>Y
<00><00><><EFBFBD><EFBFBD>Z<00> <00><00><>[ H<00><><00><><EFBFBD><EFBFBD>\<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>]@ <00><00><00>^ Q<00>j<00>_
<00><00><><EFBFBD><EFBFBD>`<00> <00><00><>a H<00><><00><><EFBFBD><EFBFBD>b<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>c@ <00><00><00>d Q<00>j<00>e
<00><00><><EFBFBD><EFBFBD>f<00> <00><00><>g H<00><><00><><EFBFBD><EFBFBD>h<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>i@ <00><00><00>j Q<00>j<00>k
<00>*<00><><EFBFBD><EFBFBD>l<00> <00><00><>m H<00><><00><><EFBFBD><EFBFBD>n<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>o@ <00><00><00>p Q<00>j<00>q <00>2<00><><EFBFBD><EFBFBD>r<00>
<00><00><00><><EFBFBD><EFBFBD>s<00> <00><00><>t H<00><><00><><EFBFBD><EFBFBD>u<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>v@ <00><00><00>w Q<00>j<00>x
<00><00><00><><EFBFBD><EFBFBD>y<00> <00><00><>z H<00><><00><><EFBFBD><EFBFBD>{<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>|@ <00><00><00>} Q<00>j<00>~
<00><00><00><><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00>*<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00>;<00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00>*<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00>D<00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00>*<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00>M<00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><00> <00><00><> H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00>
<00><00><><EFBFBD><EFBFBD><00> <00><00><> H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00>
 Q<00>j<00> 
<00><00><><EFBFBD><EFBFBD> <00> <00><00><>  H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00>
<00><00><><EFBFBD><EFBFBD><00> <00><00><> H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00>
<00>*<00><><EFBFBD><EFBFBD><00> <00><00><> H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00> <00>V<00><><EFBFBD><EFBFBD><00>
<00><00><00><><EFBFBD><EFBFBD><00> <00><00><>  H<00><><00><><EFBFBD><EFBFBD>!<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>"@ <00><00><00># Q<00>j<00>$
<00><00><00><><EFBFBD><EFBFBD>%<00> <00><00><>& H<00><><00><><EFBFBD><EFBFBD>'<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>(@ <00><00><00>) Q<00>j<00>*
<00><00><00><><EFBFBD><EFBFBD>+<00> <00><00><>, H<00><><00><><EFBFBD><EFBFBD>-<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>.@ <00><00><00>/ Q<00>j<00>0
<00><00><><EFBFBD><EFBFBD>1<00> <00><00><>2 H<00><><00><><EFBFBD><EFBFBD>3<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>4@ <00><00><00>5 Q<00>j<00>6
<00><00><><EFBFBD><EFBFBD>7<00> <00><00><>8 H<00><><00><><EFBFBD><EFBFBD>9<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>:@ <00><00><00>; Q<00>j<00><
<00><00><><EFBFBD><EFBFBD>=<00> <00><00><>> H<00><><00><><EFBFBD><EFBFBD>?<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@@ <00><00><00>A Q<00>j<00>B
<00>*<00><><EFBFBD><EFBFBD>C<00> <00><00><>D H<00><><00><><EFBFBD><EFBFBD>E<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>F@ <00><00><00>G Q<00>j<00>H <00>_<00><><EFBFBD><EFBFBD>I<00>
<00><00><00><><EFBFBD><EFBFBD>J<00> <00><00><>K H<00><><00><><EFBFBD><EFBFBD>L<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>M@ <00><00><00>N Q<00>j<00>O
<00><00><00><><EFBFBD><EFBFBD>P<00> <00><00><>Q H<00><><00><><EFBFBD><EFBFBD>R<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>S@ <00><00><00>T Q<00>j<00>U
<00><00><00><><EFBFBD><EFBFBD>V<00> <00><00><>W H<00><><00><><EFBFBD><EFBFBD>X<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>Y@ <00><00><00>Z Q<00>j<00>[
<00><00><><EFBFBD><EFBFBD>\<00> <00><00><>] H<00><><00><><EFBFBD><EFBFBD>^<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>_@ <00><00><00>` Q<00>j<00>a
<00><00><><EFBFBD><EFBFBD>b<00> <00><00><>c H<00><><00><><EFBFBD><EFBFBD>d<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>e@ <00><00><00>f Q<00>j<00>g
<00><00><><EFBFBD><EFBFBD>h<00> <00><00><>i H<00><><00><><EFBFBD><EFBFBD>j<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>k@ <00><00><00>l Q<00>j<00>m
<00>*<00><><EFBFBD><EFBFBD>n<00> <00><00><>o H<00><><00><><EFBFBD><EFBFBD>p<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>q@ <00><00><00>r Q<00>j<00>s <00>h<00><><EFBFBD><EFBFBD>t<00>
<00><00><00><><EFBFBD><EFBFBD>u<00> <00><00><>v H<00><><00><><EFBFBD><EFBFBD>w<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>x@ <00><00><00>y Q<00>j<00>z
<00><00><00><><EFBFBD><EFBFBD>{<00> <00><00><>| H<00><><00><><EFBFBD><EFBFBD>}<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>~@ <00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00>*<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> L<00>q<00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><><00>
H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> <00><00><><EFBFBD><EFBFBD><EFBFBD><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00> <00><00><><EFBFBD><EFBFBD><00>
<00><00><00><><EFBFBD><EFBFBD><00> <00><00><> H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00>
<00><00><00><><EFBFBD><EFBFBD> <00> <00><00><>
 H<00><><00><><EFBFBD><EFBFBD> <00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00>  Q<00>j<00>
<00><00><00><><EFBFBD><EFBFBD><00> <00><00><> H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00>
<00><00><00><><EFBFBD><EFBFBD><00> <00><00><> H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00> <00><00><><EFBFBD><EFBFBD><00>
<00><00><>
H<00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> Q<00>j<00>  <00>.<00><><EFBFBD><EFBFBD>!<00>
<00><00><>"
H<00><><00><><EFBFBD><EFBFBD>#<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>$@ <00><00><00>% Q<00>j<00>& <00>?<00><><EFBFBD><EFBFBD>'<00>
<00><00><>(
H<00><><00><><EFBFBD><EFBFBD>)<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>*@ <00><00><00>+ Q<00>j<00>, <00>J<00><><EFBFBD><EFBFBD>-<00>
<00><00><>.
H<00><><00><><EFBFBD><EFBFBD>/<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>0@ <00><00><00>1 Q<00>j<00>2 <00>S<00><><EFBFBD><EFBFBD>3<00>
<00><00><>4
H<00><><00><><EFBFBD><EFBFBD>5<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>6@ <00><00><00>7 Q<00>j<00>8 <00>Z<00><><EFBFBD><EFBFBD>9<00>
<00><00><>:
H<00><><00><><EFBFBD><EFBFBD>;<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><@ <00><00><00>= Q<00>j<00>> e<00><00><><EFBFBD><EFBFBD>?<00>
<00><00><00><><EFBFBD><EFBFBD>@<00> <00><00><>A H<00><><00><><EFBFBD><EFBFBD>B<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>C@ <00><00><00>D Q<00>j<00>E
<00><00><00><><EFBFBD><EFBFBD>F<00> <00><00><>G H<00><><00><><EFBFBD><EFBFBD>H<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>I@ <00><00><00>J Q<00>j<00>K
<00><00><00><><EFBFBD><EFBFBD>L<00> <00><00><>M H<00><><00><><EFBFBD><EFBFBD>N<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>O@ <00><00><00>P Q<00>j<00>Q
<00><00><00><><EFBFBD><EFBFBD>R<00> <00><00><>S H<00><><00><><EFBFBD><EFBFBD>T<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>U@ <00><00><00>V Q<00>j<00>W
H<00><><00><><EFBFBD><EFBFBD>X<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>Y@ <00><00><00>Z Q<00>j<00>[ <00><00><>\ <00><00><>] <00><00><00><><EFBFBD><EFBFBD>^<00>
<00><00><><00><><EFBFBD><EFBFBD>_<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>`<00> <00><00><00>a <00>j<00><><EFBFBD><EFBFBD><EFBFBD>b<00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD>c<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>d@<00><00><00>eQ<00>j<00>f H<00>
<00><><EFBFBD><EFBFBD><EFBFBD>g<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>h@<00><00><00>iQ<00>j<00>j <00><00><>k L<00><>l@<00><00><>m<00><00><00><><EFBFBD><EFBFBD>n<00> <00><00><><00><><EFBFBD><EFBFBD>o<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>p<00> <00><00><00>q j<00><><EFBFBD><EFBFBD><EFBFBD>r<00> <00><00>!s -@<00><><EFBFBD><EFBFBD>t<00> <00><00>@<00><><EFBFBD><EFBFBD>u<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>v@<00><00><00>wKj<00>x5<00>]y5<00>dz <00><00>k{ <00><00>w<00><><EFBFBD><EFBFBD>|<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>}@<00><00><00>~<00><00>j<00> 5<00><><00> 5<00><><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@ <00><00>><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>Nj<00><00><00><00><00><><00><00><00><><00><00><00><00>_<00>L<00>n<00>5<00><00>@ <00><00>}<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><><00><00><00><00><00><00><00><><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><00>L<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00>5<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Aj<00> <00><00><00><><00><00><00><><00><00><00><00>N<00> <00><00>^<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>ij<00><00><00><00>z<00><00><00><><00> .<00><><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00>!<00><00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00>.<00><><00>5<00><><00>@ <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> <00><00>j<00> <00><00><00><><EFBFBD><EFBFBD><00>
<00><00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> <00>j<00><00> <00><00><> <00><00><><00> <00><00>  5<00><00>
 5<00> @
<00><00><00><><EFBFBD><EFBFBD> <00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> <00> <00><00><00> #j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>3@
<00><00>><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> Nj<00><00> <00><00><> <00><00><><00> <00><00>_ L<00>n 5<00>@
<00><00>}<00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00>  <00>j<00> ! <00><00><>" <00><00><><00># <00><00>$
<00><00><><00><><EFBFBD><EFBFBD>%<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>&<00> <00><00><00>' <00>j<00><><EFBFBD><EFBFBD><EFBFBD>(<00> <00><00><>) <00><00><00><><EFBFBD><EFBFBD>*<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>+<00><00><00><00>,#j<00>-<00><00><00><>.<00><00><><00>/<00><00>05<00><00>15<00>32@ <00><00><><00><><EFBFBD><EFBFBD>3<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>4<00><00><00><00>5<00>j<00>6<00><00><00><>7<00><00><><00>8<00><00>95<00><00>:5<00>;@ <00><00><><00><><EFBFBD><EFBFBD><<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>=<00><00><00><00>><00>j<00><><EFBFBD><EFBFBD><EFBFBD>?<00><00><00><>@<00><00><><00>A<00><00>B<00><00><>C<00><00><><00><><EFBFBD><EFBFBD>D<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>E<00><00><00><00>F<00>j<00>G<00><00><00><>H<00><00><><00>I<00><00>J5<00><00>K5<00>L@<00><00><><00><><EFBFBD><EFBFBD>M<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>N<00><00><00><00>O#j<00>P<00><00><00><>Q<00><00><><00>R<00><00>S5<00><00>T5<00>3U@ <00><00>V L<00>W@
<00><00><00><><EFBFBD><EFBFBD>X<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>Y@ <00><00><00>Z <00>j<00> [ <00><00><>\ <00><00><><00>] <00><00>^
<00><00>5<00><><EFBFBD><EFBFBD>_<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>`@ <00><00><00>a Aj<00> b <00><00><>c <00><00><><00>d <00><00>Ne
<00><00>^<00><><EFBFBD><EFBFBD>f<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>g@ <00><00><00>h ij<00>i <00><00>zj <00><00><>k <00><00><><00><><EFBFBD><EFBFBD>l<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>m@ <00><00><00>n <00><00>j<00>o<00><00><><EFBFBD><EFBFBD>p<00> <00><00><><00><><EFBFBD><EFBFBD>q<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>r<00> <00><00><00>s j<00><><EFBFBD><EFBFBD><EFBFBD>t<00> <00><00>!u -@<00><><EFBFBD><EFBFBD>v<00> <00><00>@<00><><EFBFBD><EFBFBD>w<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>x@<00><00><00>yKj<00>z5<00>]{5<00>d| <00><00>k} <00><00>w<00><><EFBFBD><EFBFBD>~<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00> 5<00><><00> 5<00><><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@ <00><00>><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>Nj<00><00><00><00><00><><00><00><00><><00><00><00><00>_<00>L<00>n<00>5<00><00>@ <00><00>}<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><><00><00><00><00><00><00><00><><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><00>L<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00>5<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Aj<00> <00><00><00><><00><00><00><><00><00><00><00>N<00> <00><00>^<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>ij<00><00><00><00>z<00><00><00><><00> .<00><><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00>!<00><00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00>.<00><><00>5<00><><00>@ <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> <00><00>j<00> <00><00><00><><EFBFBD><EFBFBD><00>
<00><00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> <00>j<00><00> <00><00><>  <00><00><><00>
 <00><00>  5<00><00>  5<00> @
<00><00><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> #j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>3@
<00><00>><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> Nj<00><00> <00><00><> <00><00><><00> <00><00>_ L<00>n 5<00>@
<00><00>}<00><><EFBFBD><EFBFBD> <00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>!@ <00><00><00>" <00>j<00> # <00><00><>$ <00><00><><00>% <00><00>&
<00><00><><00><><EFBFBD><EFBFBD>'<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>(<00> <00><00><00>) <00>j<00><><EFBFBD><EFBFBD><EFBFBD>*<00> <00><00><>+ <00><00><00><><EFBFBD><EFBFBD>,<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>-<00><00><00><00>.#j<00>/<00><00><00><>0<00><00><><00>1<00><00>25<00><00>35<00>34@ <00><00><><00><><EFBFBD><EFBFBD>5<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>6<00><00><00><00>7<00>j<00>8<00><00><00><>9<00><00><><00>:<00><00>;5<00><00><5<00>=@ <00><00><><00><><EFBFBD><EFBFBD>><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>?<00><00><00><00>@<00>j<00><><EFBFBD><EFBFBD><EFBFBD>A<00><00><00><>B<00><00><><00>C<00><00>D<00><00><>E<00><00><><00><><EFBFBD><EFBFBD>F<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>G<00><00><00><00>H<00>j<00>I<00><00><00><>J<00><00><><00>K<00><00>L5<00><00>M5<00>N@<00><00><><00><><EFBFBD><EFBFBD>O<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>P<00><00><00><00>Q#j<00>R<00><00><00><>S<00><00><><00>T<00><00>U5<00><00>V5<00>3W@ <00><00>X L<00>Y@
<00><00><00><><EFBFBD><EFBFBD>Z<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>[@ <00><00><00>\ <00>j<00> ] <00><00><>^ <00><00><><00>_ <00><00>`
<00><00>5<00><><EFBFBD><EFBFBD>a<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>b@ <00><00><00>c Aj<00> d <00><00><>e <00><00><><00>f <00><00>Ng
<00><00>^<00><><EFBFBD><EFBFBD>h<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>i@ <00><00><00>j ij<00>k <00><00>zl <00><00><>m <00><00><><00><><EFBFBD><EFBFBD>n<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>o@ <00><00><00>p <00><00>j<00>q<00>$<00><><EFBFBD><EFBFBD>r<00> <00><00><><00><><EFBFBD><EFBFBD>s<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>t<00> <00><00><00>u j<00><><EFBFBD><EFBFBD><EFBFBD>v<00> <00><00>!w -@<00><><EFBFBD><EFBFBD>x<00> <00><00>@<00><><EFBFBD><EFBFBD>y<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>z@<00><00><00>{Kj<00>|5<00>]}5<00>d~ <00><00>k <00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00> 5<00><><00> 5<00><><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@ <00><00>><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>Nj<00><00><00><00><00><><00><00><00><><00><00><00><00>_<00>L<00>n<00>5<00><00>@ <00><00>}<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><><00><00><00><00><00><00><00><><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><00>L<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00>5<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Aj<00> <00><00><00><><00><00><00><><00><00><00><00>N<00> <00><00>^<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>ij<00><00><00><00>z<00><00><00><><00> .<00><><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00>!<00><00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00>.<00><><00>5<00><><00>@ <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> <00><00>j<00> <00><00><00><><EFBFBD><EFBFBD><00>
<00><00><><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00>  <00>j<00>
<00> <00><00><>  <00><00><><00>  <00><00>  5<00><00> 5<00>@
<00><00><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> #j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>3@
<00><00>><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> Nj<00><00> <00><00><> <00><00><><00> <00><00>_ L<00>n  5<00>!@
<00><00>}<00><><EFBFBD><EFBFBD>"<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>#@ <00><00><00>$ <00>j<00> % <00><00><>& <00><00><><00>' <00><00>(
<00><00><><00><><EFBFBD><EFBFBD>)<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>*<00> <00><00><00>+ <00>j<00><><EFBFBD><EFBFBD><EFBFBD>,<00> <00><00><>- <00><00><00><><EFBFBD><EFBFBD>.<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>/<00><00><00><00>0#j<00>1<00><00><00><>2<00><00><><00>3<00><00>45<00><00>55<00>36@ <00><00><><00><><EFBFBD><EFBFBD>7<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>8<00><00><00><00>9<00>j<00>:<00><00><00><>;<00><00><><00><<00><00>=5<00><00>>5<00>?@ <00><00><><00><><EFBFBD><EFBFBD>@<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>A<00><00><00><00>B<00>j<00><><EFBFBD><EFBFBD><EFBFBD>C<00><00><00><>D<00><00><><00>E<00><00>F<00><00><>G<00><00><><00><><EFBFBD><EFBFBD>H<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>I<00><00><00><00>J<00>j<00>K<00><00><00><>L<00><00><><00>M<00><00>N5<00><00>O5<00>P@<00><00><><00><><EFBFBD><EFBFBD>Q<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>R<00><00><00><00>S#j<00>T<00><00><00><>U<00><00><><00>V<00><00>W5<00><00>X5<00>3Y@ <00><00>Z L<00>[@
<00><00><00><><EFBFBD><EFBFBD>\<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>]@ <00><00><00>^ <00>j<00> _ <00><00><>` <00><00><><00>a <00><00>b
<00><00>5<00><><EFBFBD><EFBFBD>c<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>d@ <00><00><00>e Aj<00> f <00><00><>g <00><00><><00>h <00><00>Ni
<00><00>^<00><><EFBFBD><EFBFBD>j<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>k@ <00><00><00>l ij<00>m <00><00>zn <00><00><>o <00><00><><00><><EFBFBD><EFBFBD>p<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>q@ <00><00><00>r <00><00>j<00>s<00>1<00><><EFBFBD><EFBFBD>t<00> <00><00><><00><><EFBFBD><EFBFBD>u<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>v<00> <00><00><00>w j<00><><EFBFBD><EFBFBD><EFBFBD>x<00> <00><00>!y -@<00><><EFBFBD><EFBFBD>z<00> <00><00>@<00><><EFBFBD><EFBFBD>{<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>|@<00><00><00>}Kj<00>~5<00>]5<00>d<00> <00><00>k<00> <00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00> 5<00><><00> 5<00><><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@ <00><00>><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>Nj<00><00><00><00><00><><00><00><00><><00><00><00><00>_<00>L<00>n<00>5<00><00>@ <00><00>}<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><><00><00><00><00><00><00><00><><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><00>L<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00>5<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Aj<00> <00><00><00><><00><00><00><><00><00><00><00>N<00> <00><00>^<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>ij<00><00><00><00>z<00><00><00><><00> .<00><><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00>!<00><00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00>.<00><><00>5<00><>@ <00><00><><00><><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> <00><00>j<00> <00><00><00><><EFBFBD><EFBFBD><00>
<00><00><><00><><EFBFBD><EFBFBD> <00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<00> <00><00><00>  <00>j<00> <00> <00><00><>  <00><00><><00> <00><00> 5<00><00> 5<00>@
<00><00><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> #j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>3@
<00><00>><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> Nj<00><00> <00><00><> <00><00><><00>  <00><00>_! L<00>n" 5<00>#@
<00><00>}<00><><EFBFBD><EFBFBD>$<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>%@ <00><00><00>& <00>j<00> ' <00><00><>( <00><00><><00>) <00><00>*
<00><00><><00><><EFBFBD><EFBFBD>+<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>,<00> <00><00><00>- <00>j<00><><EFBFBD><EFBFBD><EFBFBD>.<00> <00><00><>/ <00><00><00><><EFBFBD><EFBFBD>0<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>1<00><00><00><00>2#j<00>3<00><00><00><>4<00><00><><00>5<00><00>65<00><00>75<00>38@ <00><00><><00><><EFBFBD><EFBFBD>9<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>:<00><00><00><00>;<00>j<00><<00><00><00><>=<00><00><><00>><00><00>?5<00><00>@5<00>A@ <00><00><><00><><EFBFBD><EFBFBD>B<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>C<00><00><00><00>D<00>j<00><><EFBFBD><EFBFBD><EFBFBD>E<00><00><00><>F<00><00><><00>G<00><00>H<00><00><>I<00><00><><00><><EFBFBD><EFBFBD>J<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>K<00><00><00><00>L<00>j<00>M<00><00><00><>N<00><00><><00>O<00><00>P5<00><00>Q5<00>R@<00><00><><00><><EFBFBD><EFBFBD>S<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>T<00><00><00><00>U#j<00>V<00><00><00><>W<00><00><><00>X<00><00>Y5<00><00>Z5<00>3[@ <00><00>\ L<00>]@
<00><00><00><><EFBFBD><EFBFBD>^<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>_@ <00><00><00>` <00>j<00> a <00><00><>b <00><00><><00>c <00><00>d
<00><00>5<00><><EFBFBD><EFBFBD>e<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>f@ <00><00><00>g Aj<00> h <00><00><>i <00><00><><00>j <00><00>Nk
<00><00>^<00><><EFBFBD><EFBFBD>l<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>m@ <00><00><00>n ij<00>o <00><00>zp <00><00><>q <00><00><><00><><EFBFBD><EFBFBD>r<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>s@ <00><00><00>t <00><00>j<00>u<00>:<00><><EFBFBD><EFBFBD>v<00> <00><00><><00><><EFBFBD><EFBFBD>w<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>x<00> <00><00><00>y j<00><><EFBFBD><EFBFBD><EFBFBD>z<00> <00><00>!{ -@<00><><EFBFBD><EFBFBD>|<00> <00><00>@<00><><EFBFBD><EFBFBD>}<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>~@<00><00><00>Kj<00><00>5<00>]<00>5<00>d<00> <00><00>k<00> <00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00> 5<00><><00> 5<00><><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@ <00><00>><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>Nj<00><00><00><00><00><><00><00><00><><00><00><00><00>_<00>L<00>n<00>5<00><00>@ <00><00>}<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><><00><00><00><00><00><00><00><><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><00>L<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00>5<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Aj<00> <00><00><00><><00><00><00><><00><00><00><00>N<00> <00><00>^<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>ij<00><00><00><00>z<00><00><00><><00> .<00><><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00>!<00><00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00>.<00><>5<00><>@ <00><00><><00><><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00> <00><00>j<00>  <00><00><00><><EFBFBD><EFBFBD>
<00>
<00><00><><00><><EFBFBD><EFBFBD> <00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> <00> <00><00><00>  <00>j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>@
<00><00><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> #j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>3@
<00><00>><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> Nj<00> <00> <00><00><>! <00><00><><00>" <00><00>_# L<00>n$ 5<00>%@
<00><00>}<00><><EFBFBD><EFBFBD>&<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>'@ <00><00><00>( <00>j<00> ) <00><00><>* <00><00><><00>+ <00><00>,
<00><00><><00><><EFBFBD><EFBFBD>-<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>.<00> <00><00><00>/ <00>j<00><><EFBFBD><EFBFBD><EFBFBD>0<00> <00><00><>1 <00><00><00><><EFBFBD><EFBFBD>2<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>3<00><00><00><00>4#j<00>5<00><00><00><>6<00><00><><00>7<00><00>85<00><00>95<00>3:@ <00><00><><00><><EFBFBD><EFBFBD>;<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><<00><00><00><00>=<00>j<00>><00><00><00><>?<00><00><><00>@<00><00>A5<00><00>B5<00>C@ <00><00><><00><><EFBFBD><EFBFBD>D<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>E<00><00><00><00>F<00>j<00><><EFBFBD><EFBFBD><EFBFBD>G<00><00><00><>H<00><00><><00>I<00><00>J<00><00><>K<00><00><><00><><EFBFBD><EFBFBD>L<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>M<00><00><00><00>N<00>j<00>O<00><00><00><>P<00><00><><00>Q<00><00>R5<00><00>S5<00>T@<00><00><><00><><EFBFBD><EFBFBD>U<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>V<00><00><00><00>W#j<00>X<00><00><00><>Y<00><00><><00>Z<00><00>[5<00><00>\5<00>3]@ <00><00>^ L<00>_@
<00><00><00><><EFBFBD><EFBFBD>`<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>a@ <00><00><00>b <00>j<00> c <00><00><>d <00><00><><00>e <00><00>f
<00><00>5<00><><EFBFBD><EFBFBD>g<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>h@ <00><00><00>i Aj<00> j <00><00><>k <00><00><><00>l <00><00>Nm
<00><00>^<00><><EFBFBD><EFBFBD>n<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>o@ <00><00><00>p ij<00>q <00><00>zr <00><00><>s <00><00><><00><><EFBFBD><EFBFBD>t<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>u@ <00><00><00>v <00><00>j<00>w<00>E<00><><EFBFBD><EFBFBD>x<00> <00><00><><00><><EFBFBD><EFBFBD>y<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>z<00> <00><00><00>{ j<00><><EFBFBD><EFBFBD><EFBFBD>|<00> <00><00>!} -@<00><><EFBFBD><EFBFBD>~<00> <00><00>@<00><><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Kj<00><00>5<00>]<00>5<00>d<00> <00><00>k<00> <00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00> 5<00><><00> 5<00><><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@ <00><00>><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>Nj<00><00><00><00><00><><00><00><00><><00><00><00><00>_<00>L<00>n<00>5<00><00>@ <00><00>}<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><00><00><><00><00><00><00><00><00><00><><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00><00>@<00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>#j<00><00><00><00><00><><00><00><00><><00><00><00><00><00>5<00><00><00>5<00>3<00>@<00><00><00>L<00><00>@ <00><00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00> <00><00><00><><00><00><00><><00><00><00><00><00> <00><00>5<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Aj<00> <00><00><00><><00><00><00><><00><00><00><00>N<00> <00><00>^<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>ij<00><00><00><00>z<00><00><00><><00> .<00><><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00>!<00><00><00>w<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00>j<00>.<00><>5<00><>@ <00><00><><00><><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00>
 <00><00>j<00>  <00><00><00><><EFBFBD><EFBFBD> <00>
<00><00><><00><><EFBFBD><EFBFBD> <00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> <00>j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>@
<00><00><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00> #j<00><00> <00><00><> <00><00><><00> <00><00> 5<00><00> 5<00>3@
<00><00>><00><><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> <00> <00><00><00>! Nj<00>"<00> <00><00><># <00><00><><00>$ <00><00>_% L<00>n& 5<00>'@
<00><00>}<00><><EFBFBD><EFBFBD>(<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>)@ <00><00><00>* <00>j<00> + <00><00><>, <00><00><><00>- <00><00>.
<00><00><><00><><EFBFBD><EFBFBD>/<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>0<00> <00><00><00>1 <00>j<00><><EFBFBD><EFBFBD><EFBFBD>2<00> <00><00><>3 <00><00><00><><EFBFBD><EFBFBD>4<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>5<00><00><00><00>6#j<00>7<00><00><00><>8<00><00><><00>9<00><00>:5<00><00>;5<00>3<@ <00><00><><00><><EFBFBD><EFBFBD>=<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>><00><00><00><00>?<00>j<00>@<00><00><00><>A<00><00><><00>B<00><00>C5<00><00>D5<00>E@ <00><00><><00><><EFBFBD><EFBFBD>F<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>G<00><00><00><00>H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>I<00><00><00><>J<00><00><><00>K<00><00>L<00><00><>M<00><00><><00><><EFBFBD><EFBFBD>N<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>O<00><00><00><00>P<00>j<00>Q<00><00><00><>R<00><00><><00>S<00><00>T5<00><00>U5<00>V@<00><00><><00><><EFBFBD><EFBFBD>W<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>X<00><00><00><00>Y#j<00>Z<00><00><00><>[<00><00><><00>\<00><00>]5<00><00>^5<00>3_@ <00><00>` L<00>a@
<00><00><00><><EFBFBD><EFBFBD>b<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>c@ <00><00><00>d <00>j<00> e <00><00><>f <00><00><><00>g <00><00>h
<00><00>5<00><><EFBFBD><EFBFBD>i<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>j@ <00><00><00>k Aj<00> l <00><00><>m <00><00><><00>n <00><00>No
<00><00>^<00><><EFBFBD><EFBFBD>p<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>q@ <00><00><00>r ij<00>s <00><00>zt <00><00><>u <00><00><><00><><EFBFBD><EFBFBD>v<00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>w@ <00><00><00>x <00><00>j<00>yL<00>TzL<00>k{@H<00><><00><><EFBFBD><EFBFBD>|<00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>}@
<00><00><00>~
Q<00>j<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@
<00><00><00><00>
Q<00>j<00><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@
<00><00><00><00>
Q<00>j<00><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00> H<00>
<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00> <00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> <00><00><00><00> <00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00> H<00><00><><EFBFBD><EFBFBD><EFBFBD><00> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00> 5<00> <00> H<00><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> 5<00>#<00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> H<00>
<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00><00><00><><00><00><00><00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00> H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> H<00><00><><EFBFBD><EFBFBD><EFBFBD><00>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@ <00><00><00><00> Q<00>j<00><00> 5<00> <00>H<00><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00>5<00>#<00><00><00>4<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00>H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00><00><00>C<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00>H<00>R<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00>H<00>e<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00><00><00>t<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00><00><00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00>H<00> <00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00>Q<00>j<00><00>L<00> <00>@<00><00>0 <00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@<00><00><00><00><00><00>j<00><00><00><00>: <00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><00><00><00><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> <00><00>j<00> <00><00>B <00><><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> <00><00>j<00>
<00><00>T <00><><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> <00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> <00><00>j<00> <00><00>h <00><><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> <00><00>j<00> <00><00>w <00><><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> <00><00>j<00> <00><00>t<00><><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> <00> j<00>  <00><00> <00>.<00>& <00><00><00><> <00><><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>! <00><00><00><00>" <00>j<00><><EFBFBD><EFBFBD><EFBFBD># <00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD>$ <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>% @<00><00><00>& Q<00>j<00>' <00><00>
<00> ( <00><00>) <00>.<00>&* <00>L<00><> + @<00><00><> <00><><EFBFBD><EFBFBD>, <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>- <01><00><00><00>. <00>j<00><><EFBFBD><EFBFBD><EFBFBD>/ <01>H<00><><00><><EFBFBD><EFBFBD><EFBFBD>0 <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>1 @<00><00><00>2 Q<00>j<00>3 <00><00>
<00> 4 <00><00>5 <00>.<00>&6 <00><00><> <00><><EFBFBD><EFBFBD>7 <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>8 <01><00><00><00>9 <00> j<00><><EFBFBD><EFBFBD><EFBFBD>: <01>H<00><> <00><><EFBFBD><EFBFBD>; <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>< @<00><00><00>= Q<00>j<00>> H<00><> <00><><EFBFBD><EFBFBD>? <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@ @<00><00><00>A Q<00>j<00>B H<00><> <00><><EFBFBD><EFBFBD>C <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>D @<00><00><00>E Q<00>j<00>F <00><00><> G <00><00>
H L<00>
I L<00>
J @$
:
<00><><EFBFBD><EFBFBD>K <01><00><00>H
<00><><EFBFBD><EFBFBD>L <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>M <01><00><00><00>N <00>j<00><><EFBFBD><EFBFBD><EFBFBD>O <01><00><00><><00>P S
<00><><EFBFBD><EFBFBD><EFBFBD>Q <01>H<00>a
<00><><EFBFBD><EFBFBD>R <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>S @<00><00><00>T Q<00>j<00>U H<00>h
<00><><EFBFBD><EFBFBD>V <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>W @<00><00><00>X Q<00>j<00>Y H<00>t
<00><><EFBFBD><EFBFBD>Z <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>[ @<00><00><00>\ Q<00>j<00>] <00><00><>
^ <00><00><>
_ <00><00><>
` <00><00><>
a <00><00><>
b <00><00><>
c <00><00><>
d <00><00><>
e <00><00><>
f <00><00><>
g <00><00><>
h <00><00> i <00><00> j <00><00> k <00><00>" l <00><00>+ m <00><00>5 n <00><00>? o <00><00>I p <00><00>S q <00><00>] r <00><00>g s <00><00><>
t <00><00><>
u <00><00><>
v <00><00><>
w <00><00><>
x <00><00><>
y <00><00> z <00><00> { <00><00> | <00><00>" } <00><00>+ ~ <00><00>5  <00><00>? <00> <00><00>I <00> <00><00>S <00> <00><00>] <00> L<00>r <00> L<00>~ <00> @<00><00><> <00> <00><00><> <00> <00><00><> <00> <00><00><> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00><> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00><> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00>- <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00>C <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00>Y <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00>n <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00><> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00><> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00><00> <00><00><> <00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01><00><00><00><00> <00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01>
<00><00><00><00> 
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> @ <00><00><00><00>  Q<00>j<00>
<00><00><> <00><><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00>
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01>
<00><00><00>

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
@ <00><00><00>
 Q<00>j<00>
<00><00><> <00><><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00>
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01>
<00><00><00>

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
@ <00><00><00>
 Q<00>j<00>
<00><00><> <00><><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00>
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01>
<00><00><00>

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
@ <00><00><00>
 Q<00>j<00>
<00><00><> <00><><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00>!
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>"
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>#
<01>
<00><00><00>$

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>%
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>&
@ <00><00><00>'
 Q<00>j<00>(
<00><00> <00><><EFBFBD><EFBFBD>)
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>*
<01><00><00><00>+
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>,
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>-
<01>
<00><00><00>.

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>/
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>0
@ <00><00><00>1
 Q<00>j<00>2
<00><00>% <00><><EFBFBD><EFBFBD>3
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>4
<01><00><00><00>5
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>6
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>7
<01>
<00><00><00>8

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>9
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>:
@ <00><00><00>;
 Q<00>j<00><
<00><00>8 <00><><EFBFBD><EFBFBD>=
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>>
<01><00><00><00>?
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>@
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>A
<01>
<00><00><00>B

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>C
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>D
@ <00><00><00>E
 Q<00>j<00>F
<00><00>K <00><><EFBFBD><EFBFBD>G
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>H
<01><00><00><00>I
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>J
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>K
<01>
<00><00><00>L

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>M
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>N
@ <00><00><00>O
 Q<00>j<00>P
<00><00>^ <00><><EFBFBD><EFBFBD>Q
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>R
<01><00><00><00>S
<00><00>j<00><><EFBFBD><EFBFBD><EFBFBD>T
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>U
<01>
<00><00><00>V

H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>W
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>X
@ <00><00><00>Y
 Q<00>j<00>Z
<00><00>q <00><><EFBFBD><EFBFBD>[
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>\
<01><00><00><00>]
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>^
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>_
@
<00><00><00>`

Q<00>j<00>a
<00><00><> <00><><EFBFBD><EFBFBD>b
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>c
<01><00><00><00>d
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>e
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>f
@
<00><00><00>g

Q<00>j<00>h
<00><00><> <00><><EFBFBD><EFBFBD>i
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>j
<01><00><00><00>k
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>l
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>m
@
<00><00><00>n

Q<00>j<00>o
<00><00><> <00><><EFBFBD><EFBFBD>p
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>q
<01><00><00><00>r
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>s
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>t
@
<00><00><00>u

Q<00>j<00>v
<00><00><> <00><><EFBFBD><EFBFBD>w
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>x
<01><00><00><00>y
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>z
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>{
@
<00><00><00>|

Q<00>j<00>}
<00><00><> <00><><EFBFBD><EFBFBD>~
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00><00>
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
@
<00><00><00><00>

Q<00>j<00><00>
<00><00><> <00><><EFBFBD><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00><00>
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
@
<00><00><00><00>

Q<00>j<00><00>
<00><00><> <00><><EFBFBD><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00><00>
H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<01> 1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
@
<00><00><00><00>

Q<00>j<00><00>
.<00><00>
<00><00><00><><EFBFBD><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<01><00><00><00><00>
.j<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
<01> H<00>@<00><><EFBFBD><EFBFBD><EFBFBD>
<01>
1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
@ <00><00><00><00>
 Q<00>j<00><00>
 .<00>L<00>
H<00>Y<00><><EFBFBD><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
@<00><00><00><00>
Q<00>j<00><00>
H<00>s<00><><EFBFBD><EFBFBD><EFBFBD>
<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
@<00><00><00><00>
Q<00>j<00><00>
<00><00><><00>
L<00><><00>
L<00><><00>
L<00><><00>
@<00><00><><00>
<00><00><><00>
<00><00><00>
<00><00>
<00>
<00><00><00>
.<00><00>
ShaderPPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>SerializedShaderm_ParsedFormSerializedPropertiesm_PropInfom_PropsSerializedPropertym_Descriptionm_Attributesm_Flagsm_DefValue[0]m_DefValue[1]m_DefValue[2]m_DefValue[3]SerializedTexturePropertym_DefTexturem_DefaultNamem_TexDimm_SubShadersSerializedSubShaderm_PassesSerializedPassm_NameIndicesSerializedShaderStatem_StateSerializedShaderRTBlendStatertBlend0SerializedShaderFloatValuesrcBlendvalnamedestBlendsrcBlendAlphadestBlendAlphablendOpblendOpAlphacolMaskrtBlend1rtBlend2rtBlend3rtBlend4rtBlend5rtBlend6rtBlend7rtSeparateBlendzClipzTestzWritecullingconservativeoffsetFactoroffsetUnitsalphaToMaskSerializedStencilOpstencilOppassfailzFailcompstencilOpFrontstencilOpBackstencilReadMaskstencilWriteMaskstencilReffogStartfogEndfogDensitySerializedShaderVectorValuefogColorxyzwfogModegpuProgramIDSerializedTagMapm_Tagstagsm_LODlightingm_ProgramMaskSerializedProgramprogVertexm_SubProgramsSerializedSubProgramm_BlobIndexParserBindChannelsm_ChannelsShaderBindChannelsourcetargetm_SourceMapm_KeywordIndicesm_ShaderHardwareTierm_GpuProgramTypeSerializedProgramParametersm_Parametersm_VectorParamsVectorParameterm_NameIndexm_ArraySizem_Dimm_MatrixParamsMatrixParameterm_RowCountm_TextureParamsTextureParameterm_SamplerIndexm_MultiSampledm_BufferParamsBufferBindingm_ConstantBuffersConstantBufferm_StructParamsStructParameterm_StructSizem_VectorMembersm_MatrixMembersm_Sizem_IsPartialCBm_ConstantBufferBindingsm_UAVParamsUAVParameterm_OriginalIndexm_SamplersSamplerParametersamplerbindPointm_ShaderRequirementsm_PlayerSubProgramsSerializedPlayerSubProgramm_ParameterBlobIndicesm_CommonParametersm_SerializedKeywordStateMaskprogFragmentprogGeometryprogHullprogDomainprogRayTracingm_HasInstancingVariantm_HasProceduralInstancingVariantm_UseNamem_TextureNameSerializedPackageRequirementsm_PackageRequirementsm_RequirementsSerializedPackageRequirementversionstatusm_StatusMessagem_CombinedStatusm_KeywordNamesm_KeywordFlagsm_CustomEditorNamem_FallbackNamem_DependenciesSerializedShaderDependencyfromtom_CustomEditorForRenderPipelinesSerializedCustomEditorForRenderPipelinecustomEditorNamerenderPipelineTypem_DisableNoSubshadersMessageplatformsoffsetscompressedLengthsdecompressedLengthscompressedBlobstageCountsPPtr<Shader>m_NonModifiableTexturesm_ShaderIsBakedm_DefaultTextureserrorsShaderErrormessagemessageDetailsfilecompilerPlatformlinewarningruntimeErrorShaderCompilationInfom_CompileInfom_SnippetsShaderSnippetm_Codem_AssetPathm_AssetNamem_PlatformMaskm_HardwareTierVariantsMaskm_StartLinem_TypesMaskm_IncludesHashbytes[0]bytes[1]bytes[2]bytes[3]bytes[4]bytes[5]bytes[6]bytes[7]bytes[8]bytes[9]bytes[10]bytes[11]bytes[12]bytes[13]bytes[14]bytes[15]m_CodeHashm_FromOtherm_ForceSyncCompilationm_UseDxcAPIsm_NeverUseDxcAPIsm_Languagem_VariantsUserGlobal0m_VariantsUserGlobal1m_VariantsUserGlobal2m_VariantsUserGlobal3m_VariantsUserGlobal4m_VariantsUserGlobal5m_VariantsUserGlobal6m_VariantsUserLocal0m_VariantsUserLocal1m_VariantsUserLocal2m_VariantsUserLocal3m_VariantsUserLocal4m_VariantsUserLocal5m_VariantsUserLocal6m_VariantsBuiltin0m_VariantsBuiltin1m_VariantsBuiltin2m_VariantsBuiltin3m_VariantsBuiltin4m_VariantsBuiltin5m_VariantsBuiltin6m_DynamicBranchKeywordsm_PrunedKeywords0m_PrunedKeywords1m_PrunedKeywords2m_PrunedKeywords3m_PrunedKeywords4m_PrunedKeywords5m_PrunedKeywords6m_BaseRequirementsm_KeywordTargetInfoKeywordTargetInfokeywordNamerequirementsm_NonStrippedUserKeywordsm_BuiltinKeywordsm_MeshComponentsFromSnippetsm_HasSurfaceShadersm_HasFixedFunctionShadersm_CompileSmokeTestAfterImportm_AssetGUIDdata[0]data[1]data[2]data[3]m_AssetLocalIdentifierInFile<00><><EFBFBD><EFBFBD><EFBFBD>R=<3D>5k<1B>wP~<00>7<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00> E<00> <00><00><00>.<00>(<00>
<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> Q<00>j<00>FS <00><00><00>.<00>(<00>E<00>\ <00><00><00><00>.<00>(<00><00><00>e<00><00><00><><00><><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00>H<00>j<00><><EFBFBD><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00>Q<00>j<00><00><00><><00><><EFBFBD><EFBFBD><00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><00>H<00>j<00><><EFBFBD><EFBFBD><EFBFBD> <00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>!@<00><00><00>"Q<00>j<00>#<00><00><>$L<00><>%L<00><>&@<00><00><>'<00><00><><00><><EFBFBD><EFBFBD>(<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>)<00><00><00><00>*<00>j<00><><EFBFBD><EFBFBD><EFBFBD>+<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD>,<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>-@<00><00><00>.Q<00>j<00>/H<00>
<00><><EFBFBD><EFBFBD><EFBFBD>0<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>1@<00><00><00>2Q<00>j<00>3<00><00><00><><EFBFBD><EFBFBD>4<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>5<00><00><00><00>6H<00>j<00><><EFBFBD><EFBFBD><EFBFBD>7<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>8@<00><00><00>9Q<00>j<00>:H<00><00><><EFBFBD><EFBFBD>;<00><>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><@<40><00><00><00>=<00>Q<00>j<00>><00>*=<00><><EFBFBD><EFBFBD>?<00><00><00>O<00><><EFBFBD><EFBFBD>@<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>A<00><00><00><00>B<00>j<00><><EFBFBD><EFBFBD><EFBFBD>C<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD>D<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>E@<00><00><00>FQ<00>j<00>GY
<00>H<00><00>e I<00><00>J<00>.<00>(K<00><00><00>oL <00><00>wM <00><00>yN <00><00>{O <00><00>wP <00><00>yQ <00><00><><00><><EFBFBD><EFBFBD>R<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>S<00><00><00><00>T<00>j<00><><EFBFBD><EFBFBD><EFBFBD>U<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD>V<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>W@<00><00><00>XQ<00>j<00>Y<00><00>
<00>Z<00><00><><00><><EFBFBD><EFBFBD>[<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>\<00><00><00><00>]<00>j<00><><EFBFBD><EFBFBD><EFBFBD>^<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD>_<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>`@<00><00><00>aQ<00>j<00>b<00><00>
<00>c<00><00><><00><><EFBFBD><EFBFBD>d<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>e<00><00><00><00>f<00>j<00><><EFBFBD><EFBFBD><EFBFBD>g<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD>h<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>i@<00><00><00>jQ<00>j<00>kV<00>
<00>l <00><00><>m <00><00><>n <00><00><>o <00><00><>p <00><00><><00><><EFBFBD><EFBFBD>q<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>r<00><00><00><00>s<00>j<00><><EFBFBD><EFBFBD><EFBFBD>t<00>H<00><><00><><EFBFBD><EFBFBD>u<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>v@<00><00><00>wQ<00>j<00>xH<00><><00><><EFBFBD><EFBFBD>y<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>z@<00><00><00>{Q<00>j<00>|L<00><>}@<40>MaterialPPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>PPtr<Shader>m_Shaderm_Parentm_ModifiedSerializedPropertiesm_ValidKeywordsm_InvalidKeywordsm_LightmapFlagsm_EnableInstancingVariantsm_DoubleSidedGIm_CustomRenderQueuestringTagMapdisabledShaderPassesm_LockedPropertiesUnityPropertySheetm_SavedPropertiesm_TexEnvsUnityTexEnvm_Texturem_Scalexym_Offsetm_Intsm_Floatsm_Colorsrgbam_BuildTextureStacksBuildTextureStackReferencegroupNameitemNamem_AllowLocking<00><><EFBFBD>|<00><><73>ҵ<EFBFBD><D2B5><EFBFBD>2<EFBFBD><32><EFBFBD><EFBFBD>V^7<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00>E<00> <00><00>'<00>.<00>0<00>9a<00> <00><00>'<00>.<00>0<00><00><00>r<00> <00><00>' <00>.<00>0
<00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD> <01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00> Q<00>j<00><00><00>N<00><><EFBFBD><EFBFBD><01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><01><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><01><00><><00> <00><00><><00>.<00>
<00>H<00>
<00><><EFBFBD><EFBFBD><EFBFBD><01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00>Q<00>j<00><00><00>f<00><><EFBFBD><EFBFBD><01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD><01><00><00><00><00>j<00><><EFBFBD><EFBFBD><EFBFBD><01>x<00><00><><EFBFBD><EFBFBD><EFBFBD><01>H<00><><00><><EFBFBD><EFBFBD><01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD> @<00><00><00>!Q<00>j<00>"H<00><><00><><EFBFBD><EFBFBD>#<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>$@<00><00><00>%Q<00>j<00>&H<00><><00><><EFBFBD><EFBFBD>'<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>(@<00><00><00>)Q<00>j<00>*y<00>
<00> +<00><00>',<00>.<00>0-<00><00><><00><><EFBFBD><EFBFBD>.@1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>/<00><00><00>0.<00>j<00>1H<00><><00><><EFBFBD><EFBFBD>2<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>3@<00><00><00>4Q<00>j<00>5H<00><><00><><EFBFBD><EFBFBD>6<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>7@<00><00><00>8Q<00>j<00>9H<00><><00><><EFBFBD><EFBFBD>:<01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>;@<00><00><00><Q<00>j<00>=h<00><><00> ><00><00>'?<00>.<00>0@<00><00><00><>AA<00><00><>BA
<00><><EFBFBD><EFBFBD>C<00>H<00><><00><><EFBFBD><EFBFBD>D<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>E@<00><00><00>FQ<00>j<00>GH<00>)<00><><EFBFBD><EFBFBD>H<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>I@<00><00><00>JQ<00>j<00>KH<00>2<00><><EFBFBD><EFBFBD>L<00>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>M@<00><00><00>NQ<00>j<00>O>O P<00><00>'Q<00>.<00>0R<00>>T S<00><00>'T<00>.<00>0U<00>ScriptedImporterPPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_InternalIDToNameTablem_ExternalObjectsSourceAssetIdentifiertypeassemblynamem_UsedFileIDsm_UserDatam_AssetBundleNamem_AssetBundleVariantm_UseAsTemplatem_ExposeTemplateAsShaderShaderGraphTemplatem_TemplatecategorydescriptionPPtr<$Texture2D>iconthumbnailr<00><><EFBFBD><EFBFBD>O(If<>,<2C>5X׽"<00><00>7<00><><EFBFBD><EFBFBD><EFBFBD><00><00><00><><00>E<00> <00><00><00>.<00><00>(a<00> <00><00><00>.<00><00><00><00>r<00> <00><00> <00>.<00>
<00>4<00>v<00> A<00><00> A.<00> A<00><00>]<00>A<00><00>K<00>h<00><><00> <00><00><00>.<00><00>H<00><><00><><EFBFBD><EFBFBD><EFBFBD><01>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<00><00><00>Q<00>j<00>H<00>3<00><><EFBFBD><EFBFBD><EFBFBD><01><>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>@<40><00><00><00><00>Q<00>j<00><00><00><00>=<00><00>HA<00><00>`<00><00>n<00><00>zA<00><00><> A<00><00><>!APPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_ShaderIDm_AllowMaterialOverridem_SurfaceTypem_AlphaModem_CastShadowsm_HasVertexModificationInMotionVectorm_IsVFXCompatiblem<><6D>b<EFBFBD>O<EFBFBD><4F><00><><EFBFBD><EFBFBD>K<EFBFBD>E<EFBFBD> <00>7<00>/<2F><>+<2B><><EFBFBD><EFBFBD>;4@<00>5kv.o\'<27>@<00><00>y<EFBFBD><00>y<EFBFBD><00>y<EFBFBD>k<><6B><EFBFBD><EFBFBD>ƵC<C6B5>J\W<>fq]&<26><>&Q@g<>~v<>*<2A><14>-V<>=<1C><>J<EFBFBD><4A><EFBFBD>p<EFBFBD><70><EFBFBD> <00>y<EFBFBD>EUnity.ShaderGraph.Editor::UnityEditor.ShaderGraph.ShaderGraphMetadata_BASE_COLOR_WEIGHT _BASE_COLOR_BASE_COLOR_MAP_REFLECTIONS_WEIGHT_REFLECTIONS_COLOR_REFLECTIONS_COLOR_MAP_REFLECTIONS_ROUGHNESS_REFLECTIONS_ROUGHNESS_MAP
_METALNESS_METALNESS_MAP_REFLECTIONS_IOR_REFLECTIONS_IOR_MAP _TRANSPARENCY_TRANSPARENCY_MAP_EMISSION_WEIGHT_EMISSION_COLOR_EMISSION_COLOR_MAP_BUMP_MAP_STRENGTH _BUMP_MAP_BASE_COLOR_WEIGHTBaseColorWeight<00>?<00>? _BASE_COLOR BaseColor<00>?<00>?<00>?<00>?_BASE_COLOR_MAP BaseColorMapwhite_REFLECTIONS_WEIGHTReflectionsWeight<00>?_REFLECTIONS_COLORReflectionsColor<00>?<00>?<00>?<00>?_REFLECTIONS_COLOR_MAPReflectionsColorMapwhite_REFLECTIONS_ROUGHNESSReflectionsRoughness<00>?<00>?_REFLECTIONS_ROUGHNESS_MAPReflectionsRoughnessMapwhite
_METALNESS Metalness<00>?_METALNESS_MAP MetalnessMapwhite_REFLECTIONS_IORReflectionsIOR\<5C><>?HB_REFLECTIONS_IOR_MAPReflectionsIORMapwhite _TRANSPARENCY Transparency<00>?_TRANSPARENCY_MAPTransparencyMapwhite_EMISSION_WEIGHTEmissionWeight<00>?<00>?_EMISSION_COLOREmission_EMISSION_COLOR_MAP EmissionMapwhite_BUMP_MAP_STRENGTHBumpMapStrength<00><><EFBFBD>> A _BUMP_MAPBumpMapwhite _QueueOffset _QueueOffset _QueueControl _QueueControl<00><>unity_Lightmapsunity_Lightmapsunity_LightmapsIndunity_LightmapsIndunity_ShadowMasksunity_ShadowMasks
Universal Forward<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>DisableBatchingFalse LIGHTMODEUniversalForwardQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit
-
 !"#$%&'()*+,GBuffer<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>DisableBatchingFalse LIGHTMODEUniversalGBufferQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit
-'
 "#$%&'(*,-./ ShadowCaster<00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit> <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>o<EFBFBD>DisableBatchingFalse LIGHTMODE SHADOWCASTERQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit0 MotionVectors<00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>@A <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> hDisableBatchingFalse LIGHTMODE MOTIONVECTORSQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit, DepthOnly<00>? <noninit> <noninit><00>? <noninit> <noninit> <noninit> <noninit>A <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>jYDisableBatchingFalse LIGHTMODE DepthOnlyQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit DepthNormals<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>DisableBatchingFalse LIGHTMODE DepthNormalsQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit,Meta<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>tDisableBatchingFalse LIGHTMODEMETAQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit11SceneSelectionPass<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>DisableBatchingFalse LIGHTMODESceneSelectionPassQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLitScenePickingPass<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>DisableBatchingFalse LIGHTMODEPickingQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit Universal 2D<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>r DisableBatchingFalse LIGHTMODE Universal2DQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLitDisableBatchingFalseQUEUEGeometryRenderPipelineUniversalPipeline
RenderTypeOpaqueShaderGraphShadertrueShaderGraphTargetIdUniversalLitSubTargetUniversalMaterialTypeLit2STEREO_INSTANCING_ONUNITY_SINGLE_PASS_STEREOSTEREO_MULTIVIEW_ONSTEREO_CUBEMAP_RENDER_ON LIGHTMAP_ONDYNAMICLIGHTMAP_ONDIRLIGHTMAP_COMBINEDUSE_LEGACY_LIGHTMAPSLIGHTMAP_BICUBIC_SAMPLINGREFLECTION_PROBE_ROTATION_MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTSLIGHTMAP_SHADOW_MIXINGSHADOWS_SHADOWMASK_CLUSTER_LIGHT_LOOPEVALUATE_SH_MIXEDEVALUATE_SH_VERTEXDOTS_INSTANCING_ONPROBE_VOLUMES_L1PROBE_VOLUMES_L2&_FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ON
FOG_LINEARFOG_EXPFOG_EXP2_SCREEN_SPACE_OCCLUSION_SCREEN_SPACE_IRRADIANCE_ADDITIONAL_LIGHT_SHADOWS_REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION_REFLECTION_PROBE_ATLAS _SHADOWS_SOFT_SHADOWS_SOFT_LOW_SHADOWS_SOFT_MEDIUM_SHADOWS_SOFT_HIGH _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _LIGHT_LAYERS DEBUG_DISPLAY_LIGHT_COOKIES_WRITE_RENDERING_LAYERS_MIXED_LIGHTING_SUBTRACTIVE_GBUFFER_NORMALS_OCT_RENDER_PASS_ENABLED_CASTING_PUNCTUAL_LIGHT_SHADOWEDITOR_VISUALIZATION2$Shader Graphs/PhysicalMaterial3DsMax5UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI!Hidden/Shader Graph/FallbackErrorUnityEditor.ShaderGraphLitGUI<UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset _BASE_COLOR_MAP _BUMP_MAP_EMISSION_COLOR_MAP_METALNESS_MAP_REFLECTIONS_COLOR_MAP_REFLECTIONS_IOR_MAP_REFLECTIONS_ROUGHNESS_MAP_TRANSPARENCY_MAPunity_Lightmapsunity_LightmapsIndunity_MipmapStreaming_DebugTexunity_ShadowMasks
<00><><00>}#if defined(SHADER_STAGE_VERTEX)
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DYNAMICLIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define USE_LEGACY_LIGHTMAPS_KEYWORD_DECLARED 1
#define LIGHTMAP_BICUBIC_SAMPLING_KEYWORD_DECLARED 1
#define REFLECTION_PROBE_ROTATION_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 LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define _CLUSTER_LIGHT_LOOP_KEYWORD_DECLARED 1
#define EVALUATE_SH_MIXED_KEYWORD_DECLARED 1
#define EVALUATE_SH_VERTEX_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L1_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L2_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 _SCREEN_SPACE_OCCLUSION_KEYWORD_DECLARED 1
#define _SCREEN_SPACE_IRRADIANCE_KEYWORD_DECLARED 1
#define _ADDITIONAL_LIGHT_SHADOWS_KEYWORD_DECLARED 1
#define _REFLECTION_PROBE_BLENDING_KEYWORD_DECLARED 1
#define _REFLECTION_PROBE_BOX_PROJECTION_KEYWORD_DECLARED 1
#define _REFLECTION_PROBE_ATLAS_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_LOW_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_MEDIUM_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_HIGH_KEYWORD_DECLARED 1
#define _DBUFFER_MRT1_KEYWORD_DECLARED 1
#define _DBUFFER_MRT2_KEYWORD_DECLARED 1
#define _DBUFFER_MRT3_KEYWORD_DECLARED 1
#define _LIGHT_LAYERS_KEYWORD_DECLARED 1
#define DEBUG_DISPLAY_KEYWORD_DECLARED 1
#define _LIGHT_COOKIES_KEYWORD_DECLARED 1
#define _WRITE_RENDERING_LAYERS_KEYWORD_DECLARED 1
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DYNAMICLIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define USE_LEGACY_LIGHTMAPS_KEYWORD_DECLARED 1
#define LIGHTMAP_BICUBIC_SAMPLING_KEYWORD_DECLARED 1
#define REFLECTION_PROBE_ROTATION_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 LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define _CLUSTER_LIGHT_LOOP_KEYWORD_DECLARED 1
#define EVALUATE_SH_MIXED_KEYWORD_DECLARED 1
#define EVALUATE_SH_VERTEX_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L1_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L2_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 60 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_RENDERING_LAYER
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 60 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
#pragma multi_compile _ REFLECTION_PROBE_ROTATION
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _REFLECTION_PROBE_ATLAS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define _SPECULAR_SETUP 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.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;
float3 positionWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV : INTERP0;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : INTERP1;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP2;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : INTERP3;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : INTERP4;
#endif
float4 tangentWS : INTERP5;
float4 texCoord0 : INTERP6;
float4 fogFactorAndVertexLight : INTERP7;
float3 positionWS : INTERP8;
float3 normalWS : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// 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;
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
void Unity_NormalFromTexture_float(TEXTURE2D_PARAM(Texture, Sampler), float2 UV, float Offset, float Strength, out float3 Out)
{
Offset = pow(Offset, 3) * 0.1;
float2 offsetU = float2(UV.x + Offset, UV.y);
float2 offsetV = float2(UV.x, UV.y + Offset);
float normalSample = SAMPLE_TEXTURE2D(Texture, Sampler, UV).r;
float uSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetU).r;
float vSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetV).r;
float3 va = float3(1, 0, (uSample - normalSample) * Strength);
float3 vb = float3(0, 1, (vSample - normalSample) * Strength);
Out = normalize(cross(va, vb));
}
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Power_float4(float4 A, float4 B, out float4 Out)
{
Out = pow(A, B);
}
void Unity_Add_float4(float4 A, float4 B, out float4 Out)
{
Out = A + B;
}
void Unity_Divide_float4(float4 A, float4 B, out float4 Out)
{
Out = A / B;
}
void Unity_OneMinus_float4(float4 In, out float4 Out)
{
Out = 1 - In;
}
// 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;
float3 Specular;
float Smoothness;
float Occlusion;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BASE_COLOR_MAP);
float4 _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.tex, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.samplerstate, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_R_4_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.r;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_G_5_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.g;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_B_6_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.b;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_A_7_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.a;
float4 _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4 = _BASE_COLOR;
float4 _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4, _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4, _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4);
float _Property_e0552345c111ee80a0adc278159e6477_Out_0_Float = _BASE_COLOR_WEIGHT;
float4 _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4, (_Property_e0552345c111ee80a0adc278159e6477_Out_0_Float.xxxx), _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4);
UnityTexture2D _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_METALNESS_MAP);
float4 _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.tex, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.samplerstate, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_R_4_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.r;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_G_5_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.g;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_B_6_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.b;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_A_7_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.a;
float _Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float = _METALNESS;
float4 _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4, (_Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float.xxxx), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4);
float4 _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4;
Unity_Lerp_float4(_Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4, float4(0, 0, 0, 0), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4, _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4);
UnityTexture2D _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BUMP_MAP);
float _Property_aa45efe06391478e8306b28a7606d7c8_Out_0_Float = _BUMP_MAP_STRENGTH;
float3 _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3;
Unity_NormalFromTexture_float(TEXTURE2D_ARGS(_Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.tex, _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.samplerstate), _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy), float(0.5), _Property_aa45efe06391478e8306b28a7606d7c8_Out_0_Float, _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3);
UnityTexture2D _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_EMISSION_COLOR_MAP);
float4 _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.tex, _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.samplerstate, _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_R_4_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.r;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_G_5_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.g;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_B_6_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.b;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_A_7_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.a;
float4 _Property_cc32b24f4c84c78c8aeeaedd3118be61_Out_0_Vector4 = _EMISSION_COLOR;
float4 _Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4, _Property_cc32b24f4c84c78c8aeeaedd3118be61_Out_0_Vector4, _Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4);
float _Property_3bbca4a4925b0389a1b42d2ee135b234_Out_0_Float = _EMISSION_WEIGHT;
float4 _Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4, (_Property_3bbca4a4925b0389a1b42d2ee135b234_Out_0_Float.xxxx), _Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4);
UnityTexture2D _Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_REFLECTIONS_COLOR_MAP);
float4 _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D.tex, _Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D.samplerstate, _Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_R_4_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.r;
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_G_5_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.g;
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_B_6_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.b;
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_A_7_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.a;
float4 _Property_ad5963ae6745a88889f7a164129ef1c1_Out_0_Vector4 = _REFLECTIONS_COLOR;
float4 _Multiply_ed6075d62c535b899daa5df710601a96_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4, _Property_ad5963ae6745a88889f7a164129ef1c1_Out_0_Vector4, _Multiply_ed6075d62c535b899daa5df710601a96_Out_2_Vector4);
float _Property_95bc169b83f8d78e81c6b641622590ef_Out_0_Float = _REFLECTIONS_WEIGHT;
float4 _Multiply_ad9a3acc49910c80aad1a2286d95f7d4_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_ed6075d62c535b899daa5df710601a96_Out_2_Vector4, (_Property_95bc169b83f8d78e81c6b641622590ef_Out_0_Float.xxxx), _Multiply_ad9a3acc49910c80aad1a2286d95f7d4_Out_2_Vector4);
UnityTexture2D _Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_REFLECTIONS_IOR_MAP);
float4 _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D.tex, _Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D.samplerstate, _Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_R_4_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.r;
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_G_5_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.g;
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_B_6_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.b;
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_A_7_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.a;
float _Property_463f9db41a5c2784899e3156c83a7691_Out_0_Float = _REFLECTIONS_IOR;
float4 _Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4, (_Property_463f9db41a5c2784899e3156c83a7691_Out_0_Float.xxxx), _Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4);
float4 _Subtract_5efcd24f379a7586818aedc6dafa349a_Out_2_Vector4;
Unity_Subtract_float4(_Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4, float4(1, 1, 1, 1), _Subtract_5efcd24f379a7586818aedc6dafa349a_Out_2_Vector4);
float4 _Power_782bc6c8bdc5bf83baebfd71c5eddb91_Out_2_Vector4;
Unity_Power_float4(_Subtract_5efcd24f379a7586818aedc6dafa349a_Out_2_Vector4, float4(2, 2, 2, 2), _Power_782bc6c8bdc5bf83baebfd71c5eddb91_Out_2_Vector4);
float4 _Add_fd53c1b50a75d7889ab6ba6db3836384_Out_2_Vector4;
Unity_Add_float4(_Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4, float4(1, 1, 1, 1), _Add_fd53c1b50a75d7889ab6ba6db3836384_Out_2_Vector4);
float4 _Power_1faf18b28832f88e8a27f84d5f73f0a1_Out_2_Vector4;
Unity_Power_float4(_Add_fd53c1b50a75d7889ab6ba6db3836384_Out_2_Vector4, float4(2, 2, 2, 2), _Power_1faf18b28832f88e8a27f84d5f73f0a1_Out_2_Vector4);
float4 _Divide_19d12880e30e418b80c6323c6e7717ee_Out_2_Vector4;
Unity_Divide_float4(_Power_782bc6c8bdc5bf83baebfd71c5eddb91_Out_2_Vector4, _Power_1faf18b28832f88e8a27f84d5f73f0a1_Out_2_Vector4, _Divide_19d12880e30e418b80c6323c6e7717ee_Out_2_Vector4);
float4 _Multiply_af45d4614a18cb8cb72c40d7247c2b93_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_ad9a3acc49910c80aad1a2286d95f7d4_Out_2_Vector4, _Divide_19d12880e30e418b80c6323c6e7717ee_Out_2_Vector4, _Multiply_af45d4614a18cb8cb72c40d7247c2b93_Out_2_Vector4);
float4 _Lerp_46ff80efe7b75188aea459b332b9d54b_Out_3_Vector4;
Unity_Lerp_float4(_Multiply_af45d4614a18cb8cb72c40d7247c2b93_Out_2_Vector4, _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4, _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4, _Lerp_46ff80efe7b75188aea459b332b9d54b_Out_3_Vector4);
UnityTexture2D _Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_REFLECTIONS_ROUGHNESS_MAP);
float4 _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D.tex, _Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D.samplerstate, _Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_R_4_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.r;
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_G_5_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.g;
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_B_6_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.b;
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_A_7_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.a;
float _Property_6387cbaf2e744d8e849559a0b884be8f_Out_0_Float = _REFLECTIONS_ROUGHNESS;
float4 _Multiply_e6a1bb59861184898aa35820c219092b_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4, (_Property_6387cbaf2e744d8e849559a0b884be8f_Out_0_Float.xxxx), _Multiply_e6a1bb59861184898aa35820c219092b_Out_2_Vector4);
float4 _OneMinus_d4e451220a7714809338b389038e3245_Out_1_Vector4;
Unity_OneMinus_float4(_Multiply_e6a1bb59861184898aa35820c219092b_Out_2_Vector4, _OneMinus_d4e451220a7714809338b389038e3245_Out_1_Vector4);
surface.BaseColor = (_Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4.xyz);
surface.NormalTS = _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3;
surface.Emission = (_Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4.xyz);
surface.Specular = (_Lerp_46ff80efe7b75188aea459b332b9d54b_Out_3_Vector4.xyz);
surface.Smoothness = (_OneMinus_d4e451220a7714809338b389038e3245_Out_1_Vector4).x;
surface.Occlusion = float(1);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#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;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD>>5{_I Z<><5A>Ds<44>j<EFBFBD>h<EFBFBD>@_ LIGHTMAP_ON_DYNAMICLIGHTMAP_ON_DIRLIGHTMAP_COMBINED_USE_LEGACY_LIGHTMAPS_LIGHTMAP_BICUBIC_SAMPLING_REFLECTION_PROBE_ROTATION__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN__ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTS_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__CLUSTER_LIGHT_LOOP_EVALUATE_SH_MIXEDEVALUATE_SH_VERTEX_DOTS_INSTANCING_ON_PROBE_VOLUMES_L1PROBE_VOLUMES_L2_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2__SCREEN_SPACE_OCCLUSION__SCREEN_SPACE_IRRADIANCE__ADDITIONAL_LIGHT_SHADOWS__REFLECTION_PROBE_BLENDING_ _REFLECTION_PROBE_BOX_PROJECTION__REFLECTION_PROBE_ATLAS_ _SHADOWS_SOFT_SHADOWS_SOFT_LOW_SHADOWS_SOFT_MEDIUM_SHADOWS_SOFT_HIGH_ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3_ _LIGHT_LAYERS_ DEBUG_DISPLAY__LIGHT_COOKIES__WRITE_RENDERING_LAYERS_ LIGHTMAP_ON_DYNAMICLIGHTMAP_ON_DIRLIGHTMAP_COMBINED_USE_LEGACY_LIGHTMAPS_LIGHTMAP_BICUBIC_SAMPLING_REFLECTION_PROBE_ROTATION__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN__ADDITIONAL_LIGHTS_VERTEX_ADDITIONAL_LIGHTS_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__CLUSTER_LIGHT_LOOP_EVALUATE_SH_MIXEDEVALUATE_SH_VERTEX_DOTS_INSTANCING_ON_PROBE_VOLUMES_L1PROBE_VOLUMES_L2_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2&_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_INSTANCING_ON<00><>_WRITE_RENDERING_LAYERS<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_TRACING1_SCREEN_SPACE_OCCLUSION _SCREEN_SPACE_IRRADIANCE _ADDITIONAL_LIGHT_SHADOWS _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _REFLECTION_PROBE_ATLAS _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _LIGHT_LAYERS DEBUG_DISPLAY _LIGHT_COOKIES _WRITE_RENDERING_LAYERS LIGHTMAP_ON DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED USE_LEGACY_LIGHTMAPS LIGHTMAP_BICUBIC_SAMPLING REFLECTION_PROBE_ROTATION _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK _CLUSTER_LIGHT_LOOP EVALUATE_SH_MIXED EVALUATE_SH_VERTEX DOTS_INSTANCING_ON PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ON FOG_LINEAR FOG_EXP FOG_EXP2<00><>={#if defined(SHADER_STAGE_VERTEX)
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DYNAMICLIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define USE_LEGACY_LIGHTMAPS_KEYWORD_DECLARED 1
#define LIGHTMAP_BICUBIC_SAMPLING_KEYWORD_DECLARED 1
#define REFLECTION_PROBE_ROTATION_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 LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define _MIXED_LIGHTING_SUBTRACTIVE_KEYWORD_DECLARED 1
#define _CLUSTER_LIGHT_LOOP_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L1_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L2_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 _SCREEN_SPACE_IRRADIANCE_KEYWORD_DECLARED 1
#define _REFLECTION_PROBE_BLENDING_KEYWORD_DECLARED 1
#define _REFLECTION_PROBE_BOX_PROJECTION_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_LOW_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_MEDIUM_KEYWORD_DECLARED 1
#define _SHADOWS_SOFT_HIGH_KEYWORD_DECLARED 1
#define _DBUFFER_MRT1_KEYWORD_DECLARED 1
#define _DBUFFER_MRT2_KEYWORD_DECLARED 1
#define _DBUFFER_MRT3_KEYWORD_DECLARED 1
#define _GBUFFER_NORMALS_OCT_KEYWORD_DECLARED 1
#define _RENDER_PASS_ENABLED_KEYWORD_DECLARED 1
#define DEBUG_DISPLAY_KEYWORD_DECLARED 1
#define _WRITE_RENDERING_LAYERS_KEYWORD_DECLARED 1
#define LIGHTMAP_ON_KEYWORD_DECLARED 1
#define DYNAMICLIGHTMAP_ON_KEYWORD_DECLARED 1
#define DIRLIGHTMAP_COMBINED_KEYWORD_DECLARED 1
#define USE_LEGACY_LIGHTMAPS_KEYWORD_DECLARED 1
#define LIGHTMAP_BICUBIC_SAMPLING_KEYWORD_DECLARED 1
#define REFLECTION_PROBE_ROTATION_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 LIGHTMAP_SHADOW_MIXING_KEYWORD_DECLARED 1
#define SHADOWS_SHADOWMASK_KEYWORD_DECLARED 1
#define _MIXED_LIGHTING_SUBTRACTIVE_KEYWORD_DECLARED 1
#define _CLUSTER_LIGHT_LOOP_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L1_KEYWORD_DECLARED 1
#define PROBE_VOLUMES_L2_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 667 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
#define UNITY_INSTANCED_LOD_FADE
#define UNITY_INSTANCED_RENDERING_LAYER
#define UNITY_INSTANCED_SH
#define UNITY_INSTANCED_LIGHTMAPSTS
#define UNITY_INSTANCED_RENDERER_BOUNDS
#line 667 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles3 glcore
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_IRRADIANCE
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile _ LIGHTMAP_BICUBIC_SAMPLING
#pragma multi_compile _ REFLECTION_PROBE_ROTATION
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
// 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 FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#define VARYINGS_NEED_SHADOW_COORD
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_GBUFFER
#define _FOG_FRAGMENT 1
#define _SPECULAR_SETUP 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#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 staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion;
#endif
float4 fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord;
#endif
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if defined(LIGHTMAP_ON)
float2 staticLightmapUV : INTERP0;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : INTERP1;
#endif
#if !defined(LIGHTMAP_ON)
float3 sh : INTERP2;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
float4 probeOcclusion : INTERP3;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : INTERP4;
#endif
float4 tangentWS : INTERP5;
float4 texCoord0 : INTERP6;
float4 fogFactorAndVertexLight : INTERP7;
float3 positionWS : INTERP8;
float3 normalWS : INTERP9;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.fogFactorAndVertexLight.xyzw = input.fogFactorAndVertexLight;
output.positionWS.xyz = input.positionWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.sh;
#endif
#if defined(USE_APV_PROBE_OCCLUSION)
output.probeOcclusion = input.probeOcclusion;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#endif
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.fogFactorAndVertexLight = input.fogFactorAndVertexLight.xyzw;
output.positionWS = input.positionWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// 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;
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
void Unity_NormalFromTexture_float(TEXTURE2D_PARAM(Texture, Sampler), float2 UV, float Offset, float Strength, out float3 Out)
{
Offset = pow(Offset, 3) * 0.1;
float2 offsetU = float2(UV.x + Offset, UV.y);
float2 offsetV = float2(UV.x, UV.y + Offset);
float normalSample = SAMPLE_TEXTURE2D(Texture, Sampler, UV).r;
float uSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetU).r;
float vSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetV).r;
float3 va = float3(1, 0, (uSample - normalSample) * Strength);
float3 vb = float3(0, 1, (vSample - normalSample) * Strength);
Out = normalize(cross(va, vb));
}
void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
{
Out = A - B;
}
void Unity_Power_float4(float4 A, float4 B, out float4 Out)
{
Out = pow(A, B);
}
void Unity_Add_float4(float4 A, float4 B, out float4 Out)
{
Out = A + B;
}
void Unity_Divide_float4(float4 A, float4 B, out float4 Out)
{
Out = A / B;
}
void Unity_OneMinus_float4(float4 In, out float4 Out)
{
Out = 1 - In;
}
// 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;
float3 Specular;
float Smoothness;
float Occlusion;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BASE_COLOR_MAP);
float4 _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.tex, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.samplerstate, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_R_4_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.r;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_G_5_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.g;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_B_6_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.b;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_A_7_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.a;
float4 _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4 = _BASE_COLOR;
float4 _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4, _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4, _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4);
float _Property_e0552345c111ee80a0adc278159e6477_Out_0_Float = _BASE_COLOR_WEIGHT;
float4 _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4, (_Property_e0552345c111ee80a0adc278159e6477_Out_0_Float.xxxx), _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4);
UnityTexture2D _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_METALNESS_MAP);
float4 _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.tex, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.samplerstate, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_R_4_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.r;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_G_5_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.g;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_B_6_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.b;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_A_7_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.a;
float _Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float = _METALNESS;
float4 _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4, (_Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float.xxxx), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4);
float4 _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4;
Unity_Lerp_float4(_Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4, float4(0, 0, 0, 0), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4, _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4);
UnityTexture2D _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BUMP_MAP);
float _Property_aa45efe06391478e8306b28a7606d7c8_Out_0_Float = _BUMP_MAP_STRENGTH;
float3 _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3;
Unity_NormalFromTexture_float(TEXTURE2D_ARGS(_Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.tex, _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.samplerstate), _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy), float(0.5), _Property_aa45efe06391478e8306b28a7606d7c8_Out_0_Float, _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3);
UnityTexture2D _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_EMISSION_COLOR_MAP);
float4 _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.tex, _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.samplerstate, _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_R_4_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.r;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_G_5_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.g;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_B_6_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.b;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_A_7_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.a;
float4 _Property_cc32b24f4c84c78c8aeeaedd3118be61_Out_0_Vector4 = _EMISSION_COLOR;
float4 _Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4, _Property_cc32b24f4c84c78c8aeeaedd3118be61_Out_0_Vector4, _Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4);
float _Property_3bbca4a4925b0389a1b42d2ee135b234_Out_0_Float = _EMISSION_WEIGHT;
float4 _Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4, (_Property_3bbca4a4925b0389a1b42d2ee135b234_Out_0_Float.xxxx), _Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4);
UnityTexture2D _Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_REFLECTIONS_COLOR_MAP);
float4 _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D.tex, _Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D.samplerstate, _Property_511c3ebae7d74881aeb8767a828e7b47_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_R_4_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.r;
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_G_5_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.g;
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_B_6_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.b;
float _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_A_7_Float = _SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4.a;
float4 _Property_ad5963ae6745a88889f7a164129ef1c1_Out_0_Vector4 = _REFLECTIONS_COLOR;
float4 _Multiply_ed6075d62c535b899daa5df710601a96_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_812099ed52e7108a99d7237369c4d6b9_RGBA_0_Vector4, _Property_ad5963ae6745a88889f7a164129ef1c1_Out_0_Vector4, _Multiply_ed6075d62c535b899daa5df710601a96_Out_2_Vector4);
float _Property_95bc169b83f8d78e81c6b641622590ef_Out_0_Float = _REFLECTIONS_WEIGHT;
float4 _Multiply_ad9a3acc49910c80aad1a2286d95f7d4_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_ed6075d62c535b899daa5df710601a96_Out_2_Vector4, (_Property_95bc169b83f8d78e81c6b641622590ef_Out_0_Float.xxxx), _Multiply_ad9a3acc49910c80aad1a2286d95f7d4_Out_2_Vector4);
UnityTexture2D _Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_REFLECTIONS_IOR_MAP);
float4 _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D.tex, _Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D.samplerstate, _Property_349d08971003e68c8bc59a39385abc86_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_R_4_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.r;
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_G_5_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.g;
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_B_6_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.b;
float _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_A_7_Float = _SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4.a;
float _Property_463f9db41a5c2784899e3156c83a7691_Out_0_Float = _REFLECTIONS_IOR;
float4 _Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_ce470eaf3492818f87da80040b1a9079_RGBA_0_Vector4, (_Property_463f9db41a5c2784899e3156c83a7691_Out_0_Float.xxxx), _Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4);
float4 _Subtract_5efcd24f379a7586818aedc6dafa349a_Out_2_Vector4;
Unity_Subtract_float4(_Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4, float4(1, 1, 1, 1), _Subtract_5efcd24f379a7586818aedc6dafa349a_Out_2_Vector4);
float4 _Power_782bc6c8bdc5bf83baebfd71c5eddb91_Out_2_Vector4;
Unity_Power_float4(_Subtract_5efcd24f379a7586818aedc6dafa349a_Out_2_Vector4, float4(2, 2, 2, 2), _Power_782bc6c8bdc5bf83baebfd71c5eddb91_Out_2_Vector4);
float4 _Add_fd53c1b50a75d7889ab6ba6db3836384_Out_2_Vector4;
Unity_Add_float4(_Multiply_0752bfb2233a3e80a9fb67539f40f443_Out_2_Vector4, float4(1, 1, 1, 1), _Add_fd53c1b50a75d7889ab6ba6db3836384_Out_2_Vector4);
float4 _Power_1faf18b28832f88e8a27f84d5f73f0a1_Out_2_Vector4;
Unity_Power_float4(_Add_fd53c1b50a75d7889ab6ba6db3836384_Out_2_Vector4, float4(2, 2, 2, 2), _Power_1faf18b28832f88e8a27f84d5f73f0a1_Out_2_Vector4);
float4 _Divide_19d12880e30e418b80c6323c6e7717ee_Out_2_Vector4;
Unity_Divide_float4(_Power_782bc6c8bdc5bf83baebfd71c5eddb91_Out_2_Vector4, _Power_1faf18b28832f88e8a27f84d5f73f0a1_Out_2_Vector4, _Divide_19d12880e30e418b80c6323c6e7717ee_Out_2_Vector4);
float4 _Multiply_af45d4614a18cb8cb72c40d7247c2b93_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_ad9a3acc49910c80aad1a2286d95f7d4_Out_2_Vector4, _Divide_19d12880e30e418b80c6323c6e7717ee_Out_2_Vector4, _Multiply_af45d4614a18cb8cb72c40d7247c2b93_Out_2_Vector4);
float4 _Lerp_46ff80efe7b75188aea459b332b9d54b_Out_3_Vector4;
Unity_Lerp_float4(_Multiply_af45d4614a18cb8cb72c40d7247c2b93_Out_2_Vector4, _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4, _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4, _Lerp_46ff80efe7b75188aea459b332b9d54b_Out_3_Vector4);
UnityTexture2D _Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_REFLECTIONS_ROUGHNESS_MAP);
float4 _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D.tex, _Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D.samplerstate, _Property_5248cb3f54f14c82ac5e6121c03328da_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_R_4_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.r;
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_G_5_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.g;
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_B_6_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.b;
float _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_A_7_Float = _SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4.a;
float _Property_6387cbaf2e744d8e849559a0b884be8f_Out_0_Float = _REFLECTIONS_ROUGHNESS;
float4 _Multiply_e6a1bb59861184898aa35820c219092b_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_355ba26dc23e5d8280ca3738bb54e475_RGBA_0_Vector4, (_Property_6387cbaf2e744d8e849559a0b884be8f_Out_0_Float.xxxx), _Multiply_e6a1bb59861184898aa35820c219092b_Out_2_Vector4);
float4 _OneMinus_d4e451220a7714809338b389038e3245_Out_1_Vector4;
Unity_OneMinus_float4(_Multiply_e6a1bb59861184898aa35820c219092b_Out_2_Vector4, _OneMinus_d4e451220a7714809338b389038e3245_Out_1_Vector4);
surface.BaseColor = (_Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4.xyz);
surface.NormalTS = _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3;
surface.Emission = (_Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4.xyz);
surface.Specular = (_Lerp_46ff80efe7b75188aea459b332b9d54b_Out_3_Vector4.xyz);
surface.Smoothness = (_OneMinus_d4e451220a7714809338b389038e3245_Out_1_Vector4).x;
surface.Occlusion = float(1);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#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;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00>}<7D><><00>c<><06><><EFBFBD><EFBFBD>|K[%_<>C<EFBFBD>@_ LIGHTMAP_ON_DYNAMICLIGHTMAP_ON_DIRLIGHTMAP_COMBINED_USE_LEGACY_LIGHTMAPS_LIGHTMAP_BICUBIC_SAMPLING_REFLECTION_PROBE_ROTATION__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__MIXED_LIGHTING_SUBTRACTIVE__CLUSTER_LIGHT_LOOP_DOTS_INSTANCING_ON_PROBE_VOLUMES_L1PROBE_VOLUMES_L2_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2__SCREEN_SPACE_IRRADIANCE__REFLECTION_PROBE_BLENDING_ _REFLECTION_PROBE_BOX_PROJECTION_ _SHADOWS_SOFT_SHADOWS_SOFT_LOW_SHADOWS_SOFT_MEDIUM_SHADOWS_SOFT_HIGH_ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3__GBUFFER_NORMALS_OCT__RENDER_PASS_ENABLED_ DEBUG_DISPLAY__WRITE_RENDERING_LAYERS_ LIGHTMAP_ON_DYNAMICLIGHTMAP_ON_DIRLIGHTMAP_COMBINED_USE_LEGACY_LIGHTMAPS_LIGHTMAP_BICUBIC_SAMPLING_REFLECTION_PROBE_ROTATION__MAIN_LIGHT_SHADOWS_MAIN_LIGHT_SHADOWS_CASCADE_MAIN_LIGHT_SHADOWS_SCREEN_LIGHTMAP_SHADOW_MIXING_SHADOWS_SHADOWMASK__MIXED_LIGHTING_SUBTRACTIVE__CLUSTER_LIGHT_LOOP_DOTS_INSTANCING_ON_PROBE_VOLUMES_L1PROBE_VOLUMES_L2_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__
FOG_LINEARFOG_EXPFOG_EXP2&_FOVEATED_RENDERING_NON_UNIFORM_RASTER<00><> DOTS_INSTANCING_ON<00><>_WRITE_RENDERING_LAYERS<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<00>_SCREEN_SPACE_IRRADIANCE _REFLECTION_PROBE_BLENDING _REFLECTION_PROBE_BOX_PROJECTION _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 _GBUFFER_NORMALS_OCT _RENDER_PASS_ENABLED DEBUG_DISPLAY _WRITE_RENDERING_LAYERS LIGHTMAP_ON DYNAMICLIGHTMAP_ON DIRLIGHTMAP_COMBINED USE_LEGACY_LIGHTMAPS LIGHTMAP_BICUBIC_SAMPLING REFLECTION_PROBE_ROTATION _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN LIGHTMAP_SHADOW_MIXING SHADOWS_SHADOWMASK _MIXED_LIGHTING_SUBTRACTIVE _CLUSTER_LIGHT_LOOP DOTS_INSTANCING_ON PROBE_VOLUMES_L1 PROBE_VOLUMES_L2 _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ON FOG_LINEAR FOG_EXP FOG_EXP2o<><00>+#if defined(SHADER_STAGE_VERTEX)
#define _CASTING_PUNCTUAL_LIGHT_SHADOW_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 1272 ""
#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 1272 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_NORMAL_WS
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
#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;
float3 normalWS : 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.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.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
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
#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
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD><00><00>V<EFBFBD>m<EFBFBD><6D><EFBFBD><EFBFBD><EFBFBD>s<EFBFBD>kP<6B>P<EFBFBD><50><EFBFBD>R<EFBFBD><52>0<EFBFBD>d<EFBFBD><64>7Y<37><59><EFBFBD><EFBFBD>@__CASTING_PUNCTUAL_LIGHT_SHADOW_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ 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_TRACINGf_CASTING_PUNCTUAL_LIGHT_SHADOW DOTS_INSTANCING_ON _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ON hz)#if defined(SHADER_STAGE_VERTEX)
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _WRITE_RENDERING_LAYERS_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 1614 ""
#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 1614 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 3.5
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_MOTION_VECTORS
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
#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 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)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.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
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/MotionVectorPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD>Pb<><62>'HNTW<00>;<3B>@_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__WRITE_RENDERING_LAYERS_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON&_FOVEATED_RENDERING_NON_UNIFORM_RASTER<00> DOTS_INSTANCING_ON<00><>_WRITE_RENDERING_LAYERS<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__WRITE_RENDERING_LAYERS DOTS_INSTANCING_ON _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ONjY<00>*#if defined(SHADER_STAGE_VERTEX)
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 1939 ""
#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 1939 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#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)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
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
#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
#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/DepthOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD><00><00><0F>a,<2C>J<EFBFBD>WD?<3F>
<EFBFBD><EFBFBD>@_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ 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_TRACINGGDOTS_INSTANCING_ON _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ON<00>d3#if defined(SHADER_STAGE_VERTEX)
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _WRITE_RENDERING_LAYERS_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 2275 ""
#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 2275 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
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
{
float3 TangentSpaceNormal;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float3 normalWS : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// 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_NormalFromTexture_float(TEXTURE2D_PARAM(Texture, Sampler), float2 UV, float Offset, float Strength, out float3 Out)
{
Offset = pow(Offset, 3) * 0.1;
float2 offsetU = float2(UV.x + Offset, UV.y);
float2 offsetV = float2(UV.x, UV.y + Offset);
float normalSample = SAMPLE_TEXTURE2D(Texture, Sampler, UV).r;
float uSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetU).r;
float vSample = SAMPLE_TEXTURE2D(Texture, Sampler, offsetV).r;
float3 va = float3(1, 0, (uSample - normalSample) * Strength);
float3 vb = float3(0, 1, (vSample - normalSample) * Strength);
Out = normalize(cross(va, vb));
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 NormalTS;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BUMP_MAP);
float _Property_aa45efe06391478e8306b28a7606d7c8_Out_0_Float = _BUMP_MAP_STRENGTH;
float3 _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3;
Unity_NormalFromTexture_float(TEXTURE2D_ARGS(_Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.tex, _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.samplerstate), _Property_19bf65c5a3c97585a58fb518c89d3b96_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy), float(0.5), _Property_aa45efe06391478e8306b28a7606d7c8_Out_0_Float, _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3);
surface.NormalTS = _NormalFromTexture_d803cd8f749bd48389f0f8240bdd58d5_Out_5_Vector3;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#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;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD><00>ht* n]<5D><>
qJ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>@_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON__WRITE_RENDERING_LAYERS_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER__ INSTANCING_ON&_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_INSTANCING_ON<00><>_WRITE_RENDERING_LAYERS<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__WRITE_RENDERING_LAYERS DOTS_INSTANCING_ON _FOVEATED_RENDERING_NON_UNIFORM_RASTER INSTANCING_ONt6B#if defined(SHADER_STAGE_VERTEX)
#define EDITOR_VISUALIZATION_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define EDITOR_VISUALIZATION_KEYWORD_DECLARED 1
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 2651 ""
#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 2651 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_INSTANCEID
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_META
#define _FOG_FRAGMENT 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
float4 texCoord1;
float4 texCoord2;
#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;
float4 texCoord1 : INTERP1;
float4 texCoord2 : INTERP2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
PackedVaryings PackVaryings (Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord1.xyzw = input.texCoord1;
output.texCoord2.xyzw = input.texCoord2;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
Varyings UnpackVaryings (PackedVaryings input)
{
Varyings output;
output.positionCS = input.positionCS;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord1 = input.texCoord1.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// 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;
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 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 Emission;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BASE_COLOR_MAP);
float4 _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.tex, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.samplerstate, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_R_4_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.r;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_G_5_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.g;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_B_6_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.b;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_A_7_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.a;
float4 _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4 = _BASE_COLOR;
float4 _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4, _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4, _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4);
float _Property_e0552345c111ee80a0adc278159e6477_Out_0_Float = _BASE_COLOR_WEIGHT;
float4 _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4, (_Property_e0552345c111ee80a0adc278159e6477_Out_0_Float.xxxx), _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4);
UnityTexture2D _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_METALNESS_MAP);
float4 _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.tex, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.samplerstate, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_R_4_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.r;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_G_5_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.g;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_B_6_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.b;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_A_7_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.a;
float _Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float = _METALNESS;
float4 _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4, (_Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float.xxxx), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4);
float4 _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4;
Unity_Lerp_float4(_Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4, float4(0, 0, 0, 0), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4, _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4);
UnityTexture2D _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_EMISSION_COLOR_MAP);
float4 _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.tex, _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.samplerstate, _Property_795b0a583211228fa3bd210d3e0fbcf3_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_R_4_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.r;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_G_5_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.g;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_B_6_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.b;
float _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_A_7_Float = _SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4.a;
float4 _Property_cc32b24f4c84c78c8aeeaedd3118be61_Out_0_Vector4 = _EMISSION_COLOR;
float4 _Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_d8e089052c3ae887a36ec968dfccb76f_RGBA_0_Vector4, _Property_cc32b24f4c84c78c8aeeaedd3118be61_Out_0_Vector4, _Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4);
float _Property_3bbca4a4925b0389a1b42d2ee135b234_Out_0_Float = _EMISSION_WEIGHT;
float4 _Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_d9ba77df91f297869e9c43f48c3cd415_Out_2_Vector4, (_Property_3bbca4a4925b0389a1b42d2ee135b234_Out_0_Float.xxxx), _Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4);
surface.BaseColor = (_Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4.xyz);
surface.Emission = (_Multiply_58182c51fe3ca8888fe37c35df7f9d5f_Out_2_Vector4.xyz);
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;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD>]
<00><><EFBFBD>}<7D><>Z YPH_XϋF@_EDITOR_VISUALIZATION_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_EDITOR_VISUALIZATION_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER&_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_TRACING&_FOVEATED_RENDERING_NON_UNIFORM_RASTER<00><>`*#if defined(SHADER_STAGE_VERTEX)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 3057 ""
#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 3057 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_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;
#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)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// Graph Vertex
struct VertexDescription
{
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
#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
#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
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD><00> o<><6F><EFBFBD>h<EFBFBD><68>jr<6A>4<05><>]:@_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_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_TRACING9_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_INSTANCING_ON<00><>b9#if defined(SHADER_STAGE_VERTEX)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#define DOTS_INSTANCING_ON_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 3392 ""
#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 3392 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_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;
#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)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// 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;
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BASE_COLOR_MAP);
float4 _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.tex, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.samplerstate, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_R_4_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.r;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_G_5_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.g;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_B_6_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.b;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_A_7_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.a;
float4 _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4 = _BASE_COLOR;
float4 _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4, _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4, _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4);
float _Property_e0552345c111ee80a0adc278159e6477_Out_0_Float = _BASE_COLOR_WEIGHT;
float4 _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4, (_Property_e0552345c111ee80a0adc278159e6477_Out_0_Float.xxxx), _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4);
UnityTexture2D _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_METALNESS_MAP);
float4 _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.tex, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.samplerstate, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_R_4_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.r;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_G_5_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.g;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_B_6_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.b;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_A_7_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.a;
float _Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float = _METALNESS;
float4 _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4, (_Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float.xxxx), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4);
float4 _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4;
Unity_Lerp_float4(_Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4, float4(0, 0, 0, 0), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4, _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4);
surface.BaseColor = (_Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4.xyz);
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;
#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
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD>B o<><6F><EFBFBD>h<EFBFBD><68>jr<6A>4<05><>]:@_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_INSTANCING_ON_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_DOTS_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_TRACING9_FOVEATED_RENDERING_NON_UNIFORM_RASTER DOTS_INSTANCING_ON<00>r \8#if defined(SHADER_STAGE_VERTEX)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#endif
#if defined(SHADER_STAGE_FRAGMENT)
#define _FOVEATED_RENDERING_NON_UNIFORM_RASTER_KEYWORD_DECLARED 1
#endif
cbuffer UnityDynamicKeywords {
int _FOVEATED_RENDERING_NON_UNIFORM_RASTER;
};
#line 3773 ""
#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 3773 ""
#ifdef DUMMY_PREPROCESSOR_TO_WORK_AROUND_HLSL_COMPILER_LINE_HANDLING
#endif
/* UNITY: Original start of shader */
// Pragmas
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _NORMALMAP 1
#define _NORMAL_DROPOFF_TS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT
#define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT
#define VARYINGS_NEED_TEXCOORD0
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_2D
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
#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)
float _BASE_COLOR_WEIGHT;
float4 _BASE_COLOR;
float4 _BASE_COLOR_MAP_TexelSize;
float _REFLECTIONS_WEIGHT;
float4 _REFLECTIONS_COLOR;
float4 _REFLECTIONS_COLOR_MAP_TexelSize;
float _REFLECTIONS_ROUGHNESS;
float4 _REFLECTIONS_ROUGHNESS_MAP_TexelSize;
float _METALNESS;
float4 _METALNESS_MAP_TexelSize;
float _REFLECTIONS_IOR;
float4 _REFLECTIONS_IOR_MAP_TexelSize;
float _TRANSPARENCY;
float4 _TRANSPARENCY_MAP_TexelSize;
float _EMISSION_WEIGHT;
float4 _EMISSION_COLOR;
float4 _EMISSION_COLOR_MAP_TexelSize;
float _BUMP_MAP_STRENGTH;
float4 _BUMP_MAP_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_BASE_COLOR_MAP);
SAMPLER(sampler_BASE_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_COLOR_MAP);
SAMPLER(sampler_REFLECTIONS_COLOR_MAP);
TEXTURE2D(_REFLECTIONS_ROUGHNESS_MAP);
SAMPLER(sampler_REFLECTIONS_ROUGHNESS_MAP);
TEXTURE2D(_METALNESS_MAP);
SAMPLER(sampler_METALNESS_MAP);
TEXTURE2D(_REFLECTIONS_IOR_MAP);
SAMPLER(sampler_REFLECTIONS_IOR_MAP);
TEXTURE2D(_TRANSPARENCY_MAP);
SAMPLER(sampler_TRANSPARENCY_MAP);
TEXTURE2D(_EMISSION_COLOR_MAP);
SAMPLER(sampler_EMISSION_COLOR_MAP);
TEXTURE2D(_BUMP_MAP);
SAMPLER(sampler_BUMP_MAP);
// 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;
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BASE_COLOR_MAP);
float4 _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.tex, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.samplerstate, _Property_9d17cbb6439aca85a24988a0a8b99551_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_R_4_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.r;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_G_5_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.g;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_B_6_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.b;
float _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_A_7_Float = _SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4.a;
float4 _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4 = _BASE_COLOR;
float4 _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_ba9bc922f95df0839bda10d1a99ca268_RGBA_0_Vector4, _Property_15861e58e3f6bb879519e3649781db96_Out_0_Vector4, _Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4);
float _Property_e0552345c111ee80a0adc278159e6477_Out_0_Float = _BASE_COLOR_WEIGHT;
float4 _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4;
Unity_Multiply_float4_float4(_Multiply_6c64c5333693798c83f4416ebeecd08c_Out_2_Vector4, (_Property_e0552345c111ee80a0adc278159e6477_Out_0_Float.xxxx), _Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4);
UnityTexture2D _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_METALNESS_MAP);
float4 _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.tex, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.samplerstate, _Property_d2f1c8bc06dba98ea480cf25af4f4fe9_Out_0_Texture2D.GetTransformedUV(IN.uv0.xy) );
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_R_4_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.r;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_G_5_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.g;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_B_6_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.b;
float _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_A_7_Float = _SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4.a;
float _Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float = _METALNESS;
float4 _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4;
Unity_Multiply_float4_float4(_SampleTexture2D_77815abe08c5fc858b9cb0f7c8051e1e_RGBA_0_Vector4, (_Property_3c20033bbb7f108d9458f3b347a29334_Out_0_Float.xxxx), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4);
float4 _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4;
Unity_Lerp_float4(_Multiply_2ecea188399960828cf70e47d4692e33_Out_2_Vector4, float4(0, 0, 0, 0), _Multiply_036554f181704c8790bbeb19225c76a2_Out_2_Vector4, _Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4);
surface.BaseColor = (_Lerp_f9719ca4b513268a9c70de0cecb23d94_Out_3_Vector4.xyz);
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;
#if UNITY_ANY_INSTANCING_ENABLED
#else // TODO: XR support for procedural instancing because in this case UNITY_ANY_INSTANCING_ENABLED is not defined and instanceID is incorrect.
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
#else
#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
#endif
#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
return output;
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
VPackages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax"PhysicalMaterial3DsMax.shadergraph<00><><EFBFBD><EFBFBD><00>zJF<4A><46><EFBFBD><EFBFBD>t&<26><><EFBFBD><EFBFBD><EFBFBD>&@_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER_&_FOVEATED_RENDERING_NON_UNIFORM_RASTER&_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_TRACING&_FOVEATED_RENDERING_NON_UNIFORM_RASTERDB<44><42>)_A<5F>Zp<5A>TL%PhysicalMaterial3DsMax<00><><EFBFBD><EFBFBD>K<EFBFBD>E<EFBFBD><00><><EFBFBD><EFBFBD> _BASE_COLOR_MAP<00>?<00>? _BUMP_MAP<00>?<00>?_EMISSION_COLOR_MAP<00>?<00>?_METALNESS_MAP<00>?<00>?_REFLECTIONS_COLOR_MAP<00>?<00>?_REFLECTIONS_IOR_MAP<00>?<00>?_REFLECTIONS_ROUGHNESS_MAP<00>?<00>?_TRANSPARENCY_MAP<00>?<00>?unity_Lightmaps<00>?<00>?unity_LightmapsInd<00>?<00>?unity_ShadowMasks<00>?<00>?
_BASE_COLOR_WEIGHT<00>?_BUMP_MAP_STRENGTH<00><><EFBFBD>>_EMISSION_WEIGHT<00>?
_METALNESS _QueueControl<00><> _QueueOffset_REFLECTIONS_IOR\<5C><>?_REFLECTIONS_ROUGHNESS<00>?_REFLECTIONS_WEIGHT<00>? _TRANSPARENCY _BASE_COLOR<00>?<00>?<00>?<00>?_EMISSION_COLOR_REFLECTIONS_COLOR<00>?<00>?<00>?<00>?5kv.o\'m<><6D>b<EFBFBD>O<EFBFBD><4F><EFBFBD>/<2F><>+<2B><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>K<EFBFBD>E<EFBFBD><00>y<EFBFBD> <00>y<EFBFBD>eUnity.RenderPipelines.Universal.Editor::UnityEditor.Rendering.Universal.ShaderGraph.UniversalMetadata<00>