Shader "NatureManufacture/URP/Lit/Glass Simple" { Properties { _AlphaCutoff("Alpha Cutoff", Range(0, 1)) = 0 _BaseColor("Base Color", Color) = (1, 1, 1, 0) _BaseColorMap("Base Map", 2D) = "white" {} _BaseTilingOffset("Base Tiling and Offset", Vector) = (1, 1, 0, 0) [Normal]_BaseNormalMap("Base Normal Map", 2D) = "bump" {} _BaseNormalScale("Base Normal Scale", Range(0, 8)) = 1 _BaseMaskMap("Base Mask Map MT(R) AO(G) SM(A)", 2D) = "white" {} _BaseMetallic("Base Metallic", Range(0, 1)) = 1 _BaseAORemapMin("Base AO Remap Min", Range(0, 1)) = 0 _BaseAORemapMax("Base AO Remap Max", Range(0, 1)) = 1 _BaseSmoothnessRemapMin("Base Smoothness Remap Min", Range(0, 1)) = 0 _BaseSmoothnessRemapMax("Base Smoothness Remap Max", Range(0, 1)) = 1 _Thickness_R("Thickness (R)", 2D) = "white" {} _ThicknessRemapMin("Thickness Remap Min", Float) = 0 _ThicknessRemapMax("Thickness Remap Max", Float) = 1 [HDR]_ThicknessEmission("Thickness Emission", Color) = (0, 0, 0, 0) [HideInInspector]_WorkflowMode("_WorkflowMode", Float) = 1 [HideInInspector]_CastShadows("_CastShadows", Float) = 1 [HideInInspector]_ReceiveShadows("_ReceiveShadows", Float) = 1 [HideInInspector]_Surface("_Surface", Float) = 0 [HideInInspector]_Blend("_Blend", Float) = 0 [HideInInspector]_AlphaClip("_AlphaClip", Float) = 1 [HideInInspector]_SrcBlend("_SrcBlend", Float) = 1 [HideInInspector]_DstBlend("_DstBlend", Float) = 0 [HideInInspector][ToggleUI]_ZWrite("_ZWrite", Float) = 1 [HideInInspector]_ZWriteControl("_ZWriteControl", Float) = 0 [HideInInspector]_ZTest("_ZTest", Float) = 4 [HideInInspector]_Cull("_Cull", Float) = 2 [HideInInspector]_QueueOffset("_QueueOffset", Float) = 0 [HideInInspector]_QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Lit" "Queue"="AlphaTest" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalLitSubTarget" } Pass { Name "Universal Forward" Tags { "LightMode" = "UniversalForward" } // Render State Cull [_Cull] Blend [_SrcBlend] [_DstBlend] ZTest [_ZTest] ZWrite [_ZWrite] // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING #pragma shader_feature_fragment _ _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _ _ALPHATEST_ON #pragma shader_feature_local_fragment _ _SPECULAR_SETUP #pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define VARYINGS_NEED_CULLFACE #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_FORWARD #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; float FaceSign; }; 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(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : INTERP3; #endif float4 tangentWS : INTERP4; float4 texCoord0 : INTERP5; float4 fogFactorAndVertexLight : INTERP6; float3 positionWS : INTERP7; float3 normalWS : INTERP8; float3 viewDirectionWS : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #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(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; output.viewDirectionWS.xyz = input.viewDirectionWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if 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(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; output.viewDirectionWS = input.viewDirectionWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- 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_Flip_float4(float4 In, float4 Flip, out float4 Out) { Out = (Flip * -2 + 1) * In; } void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out) { Out = Predicate ? True : False; } void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out) { Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength))); } void Unity_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) { Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } void Unity_Multiply_float_float(float A, float B, out float Out) { Out = A * B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float3 Specular; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float4 _Property_13c79aaf332e20868551d934a2cb7112_Out_0 = _BaseColor; float4 _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Property_13c79aaf332e20868551d934a2cb7112_Out_0, _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2); float _IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0 = max(0, IN.FaceSign.x); UnityTexture2D _Property_2cc39234d3d334899f94126a216a50fc_Out_0 = UnityBuildTexture2DStruct(_BaseNormalMap); float4 _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0 = SAMPLE_TEXTURE2D(_Property_2cc39234d3d334899f94126a216a50fc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_2cc39234d3d334899f94126a216a50fc_Out_0.GetTransformedUV(IN.uv0.xy)); _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0); float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_R_4 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.r; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_G_5 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.g; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_B_6 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.b; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_A_7 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.a; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Out_1; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Flip = float4 (0, 0, 1, 0); Unity_Flip_float4(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Flip, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1); float4 _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3; Unity_Branch_float4(_IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0, _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1, _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3); float _Property_020d569f63e9a2849e23988ff74eb005_Out_0 = _BaseNormalScale; float3 _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; Unity_NormalStrength_float((_Branch_bbac7b39053c4c458462473fe9b2547c_Out_3.xyz), _Property_020d569f63e9a2849e23988ff74eb005_Out_0, _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2); UnityTexture2D _Property_c21bbe1e3db54c649a486b8387c29596_Out_0 = UnityBuildTexture2DStruct(_Thickness_R); float4 _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0 = SAMPLE_TEXTURE2D(_Property_c21bbe1e3db54c649a486b8387c29596_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_c21bbe1e3db54c649a486b8387c29596_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.r; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_G_5 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.g; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_B_6 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.b; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_A_7 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.a; float _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1; Unity_OneMinus_float(_SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4, _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1); float _Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0 = _ThicknessRemapMin; float _Property_d949f8475c904fc1bc96971c0cf89327_Out_0 = _ThicknessRemapMax; float2 _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0 = float2(_Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0, _Property_d949f8475c904fc1bc96971c0cf89327_Out_0); float _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3; Unity_Remap_float(_OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1, float2 (0, 1), _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0, _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3); float _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3; Unity_Clamp_float(_Remap_f4a9fca065054bffb86029e2dfb67271_Out_3, 0, 1, _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3); float4 _Property_073a7da1f931476aa698dadb5e286d1c_Out_0 = IsGammaSpace() ? LinearToSRGB(_ThicknessEmission) : _ThicknessEmission; float4 _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2; Unity_Multiply_float4_float4((_Clamp_79d501cf18b549c3bea0719045cead9a_Out_3.xxxx), _Property_073a7da1f931476aa698dadb5e286d1c_Out_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2); float4 _Multiply_3087173cba0b465ab00f35541d643281_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2, _Multiply_3087173cba0b465ab00f35541d643281_Out_2); UnityTexture2D _Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0 = UnityBuildTexture2DStruct(_BaseMaskMap); float4 _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_R_4 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.r; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_G_5 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.g; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_B_6 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.b; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_A_7 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.a; float _Property_06c41396a31ba582877d3a10387f69e6_Out_0 = _BaseMetallic; float _Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2; Unity_Multiply_float_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_R_4, _Property_06c41396a31ba582877d3a10387f69e6_Out_0, _Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2); float _Property_2dbdbebc756fb1819344efcc68c07d00_Out_0 = _BaseAORemapMin; float _Property_bdc878630dfca586bff66e5b4bfffe30_Out_0 = _BaseAORemapMax; float2 _Vector2_7f058afa3dd186869dd0f2d889a637bb_Out_0 = float2(_Property_2dbdbebc756fb1819344efcc68c07d00_Out_0, _Property_bdc878630dfca586bff66e5b4bfffe30_Out_0); float _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3; Unity_Remap_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_G_5, float2 (0, 1), _Vector2_7f058afa3dd186869dd0f2d889a637bb_Out_0, _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3); float _Property_dbfeaf948b34478090dd8f1a3d0e2440_Out_0 = _BaseSmoothnessRemapMin; float _Property_d7d9704f0497d58ea30c73507241d8e4_Out_0 = _BaseSmoothnessRemapMax; float2 _Vector2_03bee8a712eb848f9058c9ca67139ff0_Out_0 = float2(_Property_dbfeaf948b34478090dd8f1a3d0e2440_Out_0, _Property_d7d9704f0497d58ea30c73507241d8e4_Out_0); float _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3; Unity_Remap_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_A_7, float2 (0, 1), _Vector2_03bee8a712eb848f9058c9ca67139ff0_Out_0, _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3); float3 _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0 = float3(_Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2, _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3, _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3); float _Split_b9b4ede5ed4eaf82a5409e98b1310654_R_1 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[0]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_G_2 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[1]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_B_3 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[2]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_A_4 = 0; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.BaseColor = (_Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2.xyz); surface.NormalTS = _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; surface.Emission = (_Multiply_3087173cba0b465ab00f35541d643281_Out_2.xyz); surface.Metallic = _Split_b9b4ede5ed4eaf82a5409e98b1310654_R_1; surface.Specular = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5)); surface.Smoothness = _Split_b9b4ede5ed4eaf82a5409e98b1310654_B_3; surface.Occlusion = _Split_b9b4ede5ed4eaf82a5409e98b1310654_G_2; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode" = "UniversalGBuffer" } // Render State Cull [_Cull] Blend [_SrcBlend] [_DstBlend] ZTest [_ZTest] ZWrite [_ZWrite] // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma shader_feature_fragment _ _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _ _ALPHATEST_ON #pragma shader_feature_local_fragment _ _SPECULAR_SETUP #pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define VARYINGS_NEED_CULLFACE #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_GBUFFER #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; float FaceSign; }; 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(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : INTERP3; #endif float4 tangentWS : INTERP4; float4 texCoord0 : INTERP5; float4 fogFactorAndVertexLight : INTERP6; float3 positionWS : INTERP7; float3 normalWS : INTERP8; float3 viewDirectionWS : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #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(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; output.viewDirectionWS.xyz = input.viewDirectionWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if 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(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; output.viewDirectionWS = input.viewDirectionWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- 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_Flip_float4(float4 In, float4 Flip, out float4 Out) { Out = (Flip * -2 + 1) * In; } void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out) { Out = Predicate ? True : False; } void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out) { Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength))); } void Unity_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) { Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } void Unity_Multiply_float_float(float A, float B, out float Out) { Out = A * B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float3 Specular; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float4 _Property_13c79aaf332e20868551d934a2cb7112_Out_0 = _BaseColor; float4 _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Property_13c79aaf332e20868551d934a2cb7112_Out_0, _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2); float _IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0 = max(0, IN.FaceSign.x); UnityTexture2D _Property_2cc39234d3d334899f94126a216a50fc_Out_0 = UnityBuildTexture2DStruct(_BaseNormalMap); float4 _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0 = SAMPLE_TEXTURE2D(_Property_2cc39234d3d334899f94126a216a50fc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_2cc39234d3d334899f94126a216a50fc_Out_0.GetTransformedUV(IN.uv0.xy)); _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0); float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_R_4 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.r; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_G_5 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.g; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_B_6 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.b; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_A_7 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.a; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Out_1; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Flip = float4 (0, 0, 1, 0); Unity_Flip_float4(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Flip, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1); float4 _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3; Unity_Branch_float4(_IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0, _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1, _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3); float _Property_020d569f63e9a2849e23988ff74eb005_Out_0 = _BaseNormalScale; float3 _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; Unity_NormalStrength_float((_Branch_bbac7b39053c4c458462473fe9b2547c_Out_3.xyz), _Property_020d569f63e9a2849e23988ff74eb005_Out_0, _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2); UnityTexture2D _Property_c21bbe1e3db54c649a486b8387c29596_Out_0 = UnityBuildTexture2DStruct(_Thickness_R); float4 _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0 = SAMPLE_TEXTURE2D(_Property_c21bbe1e3db54c649a486b8387c29596_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_c21bbe1e3db54c649a486b8387c29596_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.r; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_G_5 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.g; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_B_6 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.b; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_A_7 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.a; float _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1; Unity_OneMinus_float(_SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4, _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1); float _Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0 = _ThicknessRemapMin; float _Property_d949f8475c904fc1bc96971c0cf89327_Out_0 = _ThicknessRemapMax; float2 _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0 = float2(_Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0, _Property_d949f8475c904fc1bc96971c0cf89327_Out_0); float _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3; Unity_Remap_float(_OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1, float2 (0, 1), _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0, _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3); float _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3; Unity_Clamp_float(_Remap_f4a9fca065054bffb86029e2dfb67271_Out_3, 0, 1, _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3); float4 _Property_073a7da1f931476aa698dadb5e286d1c_Out_0 = IsGammaSpace() ? LinearToSRGB(_ThicknessEmission) : _ThicknessEmission; float4 _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2; Unity_Multiply_float4_float4((_Clamp_79d501cf18b549c3bea0719045cead9a_Out_3.xxxx), _Property_073a7da1f931476aa698dadb5e286d1c_Out_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2); float4 _Multiply_3087173cba0b465ab00f35541d643281_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2, _Multiply_3087173cba0b465ab00f35541d643281_Out_2); UnityTexture2D _Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0 = UnityBuildTexture2DStruct(_BaseMaskMap); float4 _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_R_4 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.r; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_G_5 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.g; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_B_6 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.b; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_A_7 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.a; float _Property_06c41396a31ba582877d3a10387f69e6_Out_0 = _BaseMetallic; float _Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2; Unity_Multiply_float_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_R_4, _Property_06c41396a31ba582877d3a10387f69e6_Out_0, _Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2); float _Property_2dbdbebc756fb1819344efcc68c07d00_Out_0 = _BaseAORemapMin; float _Property_bdc878630dfca586bff66e5b4bfffe30_Out_0 = _BaseAORemapMax; float2 _Vector2_7f058afa3dd186869dd0f2d889a637bb_Out_0 = float2(_Property_2dbdbebc756fb1819344efcc68c07d00_Out_0, _Property_bdc878630dfca586bff66e5b4bfffe30_Out_0); float _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3; Unity_Remap_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_G_5, float2 (0, 1), _Vector2_7f058afa3dd186869dd0f2d889a637bb_Out_0, _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3); float _Property_dbfeaf948b34478090dd8f1a3d0e2440_Out_0 = _BaseSmoothnessRemapMin; float _Property_d7d9704f0497d58ea30c73507241d8e4_Out_0 = _BaseSmoothnessRemapMax; float2 _Vector2_03bee8a712eb848f9058c9ca67139ff0_Out_0 = float2(_Property_dbfeaf948b34478090dd8f1a3d0e2440_Out_0, _Property_d7d9704f0497d58ea30c73507241d8e4_Out_0); float _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3; Unity_Remap_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_A_7, float2 (0, 1), _Vector2_03bee8a712eb848f9058c9ca67139ff0_Out_0, _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3); float3 _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0 = float3(_Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2, _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3, _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3); float _Split_b9b4ede5ed4eaf82a5409e98b1310654_R_1 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[0]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_G_2 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[1]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_B_3 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[2]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_A_4 = 0; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.BaseColor = (_Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2.xyz); surface.NormalTS = _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; surface.Emission = (_Multiply_3087173cba0b465ab00f35541d643281_Out_2.xyz); surface.Metallic = _Split_b9b4ede5ed4eaf82a5409e98b1310654_R_1; surface.Specular = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5)); surface.Smoothness = _Split_b9b4ede5ed4eaf82a5409e98b1310654_B_3; surface.Occlusion = _Split_b9b4ede5ed4eaf82a5409e98b1310654_G_2; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull [_Cull] ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 normalWS : INTERP1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull [_Cull] ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // Render State Cull [_Cull] ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_CULLFACE #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHNORMALS /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; float4 tangentWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; float FaceSign; }; 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 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 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 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 _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void Unity_Flip_float4(float4 In, float4 Flip, out float4 Out) { Out = (Flip * -2 + 1) * In; } void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out) { Out = Predicate ? True : False; } void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out) { Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength))); } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 NormalTS; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float _IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0 = max(0, IN.FaceSign.x); UnityTexture2D _Property_2cc39234d3d334899f94126a216a50fc_Out_0 = UnityBuildTexture2DStruct(_BaseNormalMap); float4 _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0 = SAMPLE_TEXTURE2D(_Property_2cc39234d3d334899f94126a216a50fc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_2cc39234d3d334899f94126a216a50fc_Out_0.GetTransformedUV(IN.uv0.xy)); _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0); float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_R_4 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.r; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_G_5 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.g; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_B_6 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.b; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_A_7 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.a; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Out_1; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Flip = float4 (0, 0, 1, 0); Unity_Flip_float4(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Flip, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1); float4 _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3; Unity_Branch_float4(_IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0, _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1, _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3); float _Property_020d569f63e9a2849e23988ff74eb005_Out_0 = _BaseNormalScale; float3 _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; Unity_NormalStrength_float((_Branch_bbac7b39053c4c458462473fe9b2547c_Out_3.xyz), _Property_020d569f63e9a2849e23988ff74eb005_Out_0, _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2); UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.NormalTS = _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature _ EDITOR_VISUALIZATION #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_META #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; float4 texCoord1; float4 texCoord2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float4 texCoord1 : INTERP1; float4 texCoord2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.texCoord1.xyzw = input.texCoord1; output.texCoord2.xyzw = input.texCoord2; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.texCoord1 = input.texCoord1.xyzw; output.texCoord2 = input.texCoord2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- 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_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) { Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 Emission; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float4 _Property_13c79aaf332e20868551d934a2cb7112_Out_0 = _BaseColor; float4 _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Property_13c79aaf332e20868551d934a2cb7112_Out_0, _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2); UnityTexture2D _Property_c21bbe1e3db54c649a486b8387c29596_Out_0 = UnityBuildTexture2DStruct(_Thickness_R); float4 _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0 = SAMPLE_TEXTURE2D(_Property_c21bbe1e3db54c649a486b8387c29596_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_c21bbe1e3db54c649a486b8387c29596_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.r; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_G_5 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.g; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_B_6 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.b; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_A_7 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.a; float _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1; Unity_OneMinus_float(_SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4, _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1); float _Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0 = _ThicknessRemapMin; float _Property_d949f8475c904fc1bc96971c0cf89327_Out_0 = _ThicknessRemapMax; float2 _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0 = float2(_Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0, _Property_d949f8475c904fc1bc96971c0cf89327_Out_0); float _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3; Unity_Remap_float(_OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1, float2 (0, 1), _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0, _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3); float _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3; Unity_Clamp_float(_Remap_f4a9fca065054bffb86029e2dfb67271_Out_3, 0, 1, _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3); float4 _Property_073a7da1f931476aa698dadb5e286d1c_Out_0 = IsGammaSpace() ? LinearToSRGB(_ThicknessEmission) : _ThicknessEmission; float4 _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2; Unity_Multiply_float4_float4((_Clamp_79d501cf18b549c3bea0719045cead9a_Out_3.xxxx), _Property_073a7da1f931476aa698dadb5e286d1c_Out_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2); float4 _Multiply_3087173cba0b465ab00f35541d643281_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2, _Multiply_3087173cba0b465ab00f35541d643281_Out_2); float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.BaseColor = (_Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2.xyz); surface.Emission = (_Multiply_3087173cba0b465ab00f35541d643281_Out_2.xyz); surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } // Render State Cull [_Cull] // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { // Name: Tags { "LightMode" = "Universal2D" } // Render State Cull [_Cull] Blend [_SrcBlend] [_DstBlend] ZTest [_ZTest] ZWrite [_ZWrite] // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 4.5 #pragma exclude_renderers gles gles3 glcore #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_2D /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out) { Out = A * B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float4 _Property_13c79aaf332e20868551d934a2cb7112_Out_0 = _BaseColor; float4 _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Property_13c79aaf332e20868551d934a2cb7112_Out_0, _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2); float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.BaseColor = (_Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2.xyz); surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Lit" "Queue"="AlphaTest" "ShaderGraphShader"="true" "ShaderGraphTargetId"="UniversalLitSubTarget" } Pass { Name "Universal Forward" Tags { "LightMode" = "UniversalForward" } // Render State Cull [_Cull] Blend [_SrcBlend] [_DstBlend] ZTest [_ZTest] ZWrite [_ZWrite] // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma multi_compile_fog #pragma instancing_options renderinglayer #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING #pragma shader_feature_fragment _ _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON #pragma shader_feature_local_fragment _ _ALPHATEST_ON #pragma shader_feature_local_fragment _ _SPECULAR_SETUP #pragma shader_feature_local _ _RECEIVE_SHADOWS_OFF // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_VIEWDIRECTION_WS #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT #define VARYINGS_NEED_SHADOW_COORD #define VARYINGS_NEED_CULLFACE #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_FORWARD #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float3 normalWS; float4 tangentWS; float4 texCoord0; float3 viewDirectionWS; #if defined(LIGHTMAP_ON) float2 staticLightmapUV; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV; #endif #if !defined(LIGHTMAP_ON) float3 sh; #endif float4 fogFactorAndVertexLight; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord; #endif #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; float FaceSign; }; 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(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : INTERP3; #endif float4 tangentWS : INTERP4; float4 texCoord0 : INTERP5; float4 fogFactorAndVertexLight : INTERP6; float3 positionWS : INTERP7; float3 normalWS : INTERP8; float3 viewDirectionWS : INTERP9; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; #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(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; output.viewDirectionWS.xyz = input.viewDirectionWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; #if 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(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; output.viewDirectionWS = input.viewDirectionWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- 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_Flip_float4(float4 In, float4 Flip, out float4 Out) { Out = (Flip * -2 + 1) * In; } void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out) { Out = Predicate ? True : False; } void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out) { Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength))); } void Unity_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) { Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } void Unity_Multiply_float_float(float A, float B, out float Out) { Out = A * B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 NormalTS; float3 Emission; float Metallic; float3 Specular; float Smoothness; float Occlusion; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float4 _Property_13c79aaf332e20868551d934a2cb7112_Out_0 = _BaseColor; float4 _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Property_13c79aaf332e20868551d934a2cb7112_Out_0, _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2); float _IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0 = max(0, IN.FaceSign.x); UnityTexture2D _Property_2cc39234d3d334899f94126a216a50fc_Out_0 = UnityBuildTexture2DStruct(_BaseNormalMap); float4 _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0 = SAMPLE_TEXTURE2D(_Property_2cc39234d3d334899f94126a216a50fc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_2cc39234d3d334899f94126a216a50fc_Out_0.GetTransformedUV(IN.uv0.xy)); _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0); float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_R_4 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.r; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_G_5 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.g; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_B_6 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.b; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_A_7 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.a; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Out_1; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Flip = float4 (0, 0, 1, 0); Unity_Flip_float4(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Flip, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1); float4 _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3; Unity_Branch_float4(_IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0, _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1, _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3); float _Property_020d569f63e9a2849e23988ff74eb005_Out_0 = _BaseNormalScale; float3 _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; Unity_NormalStrength_float((_Branch_bbac7b39053c4c458462473fe9b2547c_Out_3.xyz), _Property_020d569f63e9a2849e23988ff74eb005_Out_0, _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2); UnityTexture2D _Property_c21bbe1e3db54c649a486b8387c29596_Out_0 = UnityBuildTexture2DStruct(_Thickness_R); float4 _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0 = SAMPLE_TEXTURE2D(_Property_c21bbe1e3db54c649a486b8387c29596_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_c21bbe1e3db54c649a486b8387c29596_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.r; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_G_5 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.g; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_B_6 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.b; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_A_7 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.a; float _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1; Unity_OneMinus_float(_SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4, _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1); float _Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0 = _ThicknessRemapMin; float _Property_d949f8475c904fc1bc96971c0cf89327_Out_0 = _ThicknessRemapMax; float2 _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0 = float2(_Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0, _Property_d949f8475c904fc1bc96971c0cf89327_Out_0); float _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3; Unity_Remap_float(_OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1, float2 (0, 1), _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0, _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3); float _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3; Unity_Clamp_float(_Remap_f4a9fca065054bffb86029e2dfb67271_Out_3, 0, 1, _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3); float4 _Property_073a7da1f931476aa698dadb5e286d1c_Out_0 = IsGammaSpace() ? LinearToSRGB(_ThicknessEmission) : _ThicknessEmission; float4 _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2; Unity_Multiply_float4_float4((_Clamp_79d501cf18b549c3bea0719045cead9a_Out_3.xxxx), _Property_073a7da1f931476aa698dadb5e286d1c_Out_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2); float4 _Multiply_3087173cba0b465ab00f35541d643281_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2, _Multiply_3087173cba0b465ab00f35541d643281_Out_2); UnityTexture2D _Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0 = UnityBuildTexture2DStruct(_BaseMaskMap); float4 _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0 = SAMPLE_TEXTURE2D(_Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_a1adaaa2a22b0e829756ccb08eab9146_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_R_4 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.r; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_G_5 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.g; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_B_6 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.b; float _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_A_7 = _SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_RGBA_0.a; float _Property_06c41396a31ba582877d3a10387f69e6_Out_0 = _BaseMetallic; float _Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2; Unity_Multiply_float_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_R_4, _Property_06c41396a31ba582877d3a10387f69e6_Out_0, _Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2); float _Property_2dbdbebc756fb1819344efcc68c07d00_Out_0 = _BaseAORemapMin; float _Property_bdc878630dfca586bff66e5b4bfffe30_Out_0 = _BaseAORemapMax; float2 _Vector2_7f058afa3dd186869dd0f2d889a637bb_Out_0 = float2(_Property_2dbdbebc756fb1819344efcc68c07d00_Out_0, _Property_bdc878630dfca586bff66e5b4bfffe30_Out_0); float _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3; Unity_Remap_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_G_5, float2 (0, 1), _Vector2_7f058afa3dd186869dd0f2d889a637bb_Out_0, _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3); float _Property_dbfeaf948b34478090dd8f1a3d0e2440_Out_0 = _BaseSmoothnessRemapMin; float _Property_d7d9704f0497d58ea30c73507241d8e4_Out_0 = _BaseSmoothnessRemapMax; float2 _Vector2_03bee8a712eb848f9058c9ca67139ff0_Out_0 = float2(_Property_dbfeaf948b34478090dd8f1a3d0e2440_Out_0, _Property_d7d9704f0497d58ea30c73507241d8e4_Out_0); float _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3; Unity_Remap_float(_SampleTexture2D_5d4063b2d3804067b9d72042ca08e94e_A_7, float2 (0, 1), _Vector2_03bee8a712eb848f9058c9ca67139ff0_Out_0, _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3); float3 _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0 = float3(_Multiply_1e8010b400ec9689a4d8570c8fb2dd6e_Out_2, _Remap_736c05b9e06ff78597a5b300523c5e04_Out_3, _Remap_9fa10d7f73353f8d98e7e00ad7887efd_Out_3); float _Split_b9b4ede5ed4eaf82a5409e98b1310654_R_1 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[0]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_G_2 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[1]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_B_3 = _Vector3_b34af5a5e4b21588a99ba5eb5358a84d_Out_0[2]; float _Split_b9b4ede5ed4eaf82a5409e98b1310654_A_4 = 0; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.BaseColor = (_Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2.xyz); surface.NormalTS = _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; surface.Emission = (_Multiply_3087173cba0b465ab00f35541d643281_Out_2.xyz); surface.Metallic = _Split_b9b4ede5ed4eaf82a5409e98b1310654_R_1; surface.Specular = IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5)); surface.Smoothness = _Split_b9b4ede5ed4eaf82a5409e98b1310654_B_3; surface.Occlusion = _Split_b9b4ede5ed4eaf82a5409e98b1310654_G_2; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull [_Cull] ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float3 normalWS : INTERP1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.normalWS.xyz = input.normalWS; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.normalWS = input.normalWS.xyz; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull [_Cull] ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode" = "DepthNormals" } // Render State Cull [_Cull] ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_CULLFACE #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHNORMALS /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 normalWS; float4 tangentWS; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float3 TangentSpaceNormal; float4 uv0; float FaceSign; }; 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 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 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 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 _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void Unity_Flip_float4(float4 In, float4 Flip, out float4 Out) { Out = (Flip * -2 + 1) * In; } void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out) { Out = Predicate ? True : False; } void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out) { Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength))); } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 NormalTS; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float _IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0 = max(0, IN.FaceSign.x); UnityTexture2D _Property_2cc39234d3d334899f94126a216a50fc_Out_0 = UnityBuildTexture2DStruct(_BaseNormalMap); float4 _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0 = SAMPLE_TEXTURE2D(_Property_2cc39234d3d334899f94126a216a50fc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_2cc39234d3d334899f94126a216a50fc_Out_0.GetTransformedUV(IN.uv0.xy)); _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0); float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_R_4 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.r; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_G_5 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.g; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_B_6 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.b; float _SampleTexture2D_c29f2556cc324e979d19de2da772221d_A_7 = _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0.a; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Out_1; float4 _Flip_ad2e81eb126b4980b556fe6096221327_Flip = float4 (0, 0, 1, 0); Unity_Flip_float4(_SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Flip, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1); float4 _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3; Unity_Branch_float4(_IsFrontFace_d1836594a20c48b6800447231077d6d1_Out_0, _SampleTexture2D_c29f2556cc324e979d19de2da772221d_RGBA_0, _Flip_ad2e81eb126b4980b556fe6096221327_Out_1, _Branch_bbac7b39053c4c458462473fe9b2547c_Out_3); float _Property_020d569f63e9a2849e23988ff74eb005_Out_0 = _BaseNormalScale; float3 _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; Unity_NormalStrength_float((_Branch_bbac7b39053c4c458462473fe9b2547c_Out_3.xyz), _Property_020d569f63e9a2849e23988ff74eb005_Out_0, _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2); UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.NormalTS = _NormalStrength_0c71fb166ae841839a0a12ecc5afa6fe_Out_2; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "Meta" Tags { "LightMode" = "Meta" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature _ EDITOR_VISUALIZATION #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_META #define _FOG_FRAGMENT 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; float4 texCoord1; float4 texCoord2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; float4 texCoord1 : INTERP1; float4 texCoord2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; output.texCoord1.xyzw = input.texCoord1; output.texCoord2.xyzw = input.texCoord2; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; output.texCoord1 = input.texCoord1.xyzw; output.texCoord2 = input.texCoord2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- 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_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out) { Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x); } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float3 Emission; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float4 _Property_13c79aaf332e20868551d934a2cb7112_Out_0 = _BaseColor; float4 _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Property_13c79aaf332e20868551d934a2cb7112_Out_0, _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2); UnityTexture2D _Property_c21bbe1e3db54c649a486b8387c29596_Out_0 = UnityBuildTexture2DStruct(_Thickness_R); float4 _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0 = SAMPLE_TEXTURE2D(_Property_c21bbe1e3db54c649a486b8387c29596_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_c21bbe1e3db54c649a486b8387c29596_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.r; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_G_5 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.g; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_B_6 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.b; float _SampleTexture2D_d87c1205d6154680b17a62917b983db1_A_7 = _SampleTexture2D_d87c1205d6154680b17a62917b983db1_RGBA_0.a; float _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1; Unity_OneMinus_float(_SampleTexture2D_d87c1205d6154680b17a62917b983db1_R_4, _OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1); float _Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0 = _ThicknessRemapMin; float _Property_d949f8475c904fc1bc96971c0cf89327_Out_0 = _ThicknessRemapMax; float2 _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0 = float2(_Property_6624e4d17da343f4a8d3a35d8e2ebdd7_Out_0, _Property_d949f8475c904fc1bc96971c0cf89327_Out_0); float _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3; Unity_Remap_float(_OneMinus_92eadd1b90c842ae9a88c78d49b6c3d3_Out_1, float2 (0, 1), _Vector2_a9da78da855f4aa191367996e4d5149b_Out_0, _Remap_f4a9fca065054bffb86029e2dfb67271_Out_3); float _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3; Unity_Clamp_float(_Remap_f4a9fca065054bffb86029e2dfb67271_Out_3, 0, 1, _Clamp_79d501cf18b549c3bea0719045cead9a_Out_3); float4 _Property_073a7da1f931476aa698dadb5e286d1c_Out_0 = IsGammaSpace() ? LinearToSRGB(_ThicknessEmission) : _ThicknessEmission; float4 _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2; Unity_Multiply_float4_float4((_Clamp_79d501cf18b549c3bea0719045cead9a_Out_3.xxxx), _Property_073a7da1f931476aa698dadb5e286d1c_Out_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2); float4 _Multiply_3087173cba0b465ab00f35541d643281_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Multiply_296f2bd7c2524ae4a39e30001ef47289_Out_2, _Multiply_3087173cba0b465ab00f35541d643281_Out_2); float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.BaseColor = (_Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2.xyz); surface.Emission = (_Multiply_3087173cba0b465ab00f35541d643281_Out_2.xyz); surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" } // Render State Cull [_Cull] // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #define ALPHA_CLIP_THRESHOLD 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } Pass { // Name: Tags { "LightMode" = "Universal2D" } // Render State Cull [_Cull] Blend [_SrcBlend] [_DstBlend] ZTest [_ZTest] ZWrite [_ZWrite] // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore d3d11 #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma shader_feature_local_fragment _ _ALPHATEST_ON // GraphKeywords: // Defines #define _NORMALMAP 1 #define _NORMAL_DROPOFF_TS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_2D /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // custom interpolator pre-include /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */ // Includes #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing // custom interpolators pre packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 texCoord0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.texCoord0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.texCoord0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float _AlphaCutoff; float4 _BaseColor; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_ST; float4 _BaseTilingOffset; float4 _BaseNormalMap_TexelSize; float4 _BaseNormalMap_ST; float _BaseNormalScale; float4 _BaseMaskMap_TexelSize; float4 _BaseMaskMap_ST; float _BaseMetallic; float _BaseAORemapMin; float _BaseAORemapMax; float _BaseSmoothnessRemapMin; float _BaseSmoothnessRemapMax; float4 _Thickness_R_TexelSize; float4 _Thickness_R_ST; float _ThicknessRemapMin; float _ThicknessRemapMax; float4 _ThicknessEmission; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat_Aniso8); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_BaseNormalMap); SAMPLER(sampler_BaseNormalMap); TEXTURE2D(_BaseMaskMap); SAMPLER(sampler_BaseMaskMap); TEXTURE2D(_Thickness_R); SAMPLER(sampler_Thickness_R); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out) { Out = A * B; } // Custom interpolators pre vertex /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // Graph Vertex struct VertexDescription { float3 Position; float3 Normal; float3 Tangent; }; VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN) { VertexDescription description = (VertexDescription)0; description.Position = IN.ObjectSpacePosition; description.Normal = IN.ObjectSpaceNormal; description.Tangent = IN.ObjectSpaceTangent; return description; } // Custom interpolators, pre surface #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float3 BaseColor; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_e4c53213449c7682b60df6ae54f219f0_Out_0 = UnityBuildTexture2DStruct(_BaseColorMap); float4 _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0 = SAMPLE_TEXTURE2D(_Property_e4c53213449c7682b60df6ae54f219f0_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_e4c53213449c7682b60df6ae54f219f0_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_R_4 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.r; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_G_5 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.g; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_B_6 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.b; float _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7 = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0.a; float4 _Property_13c79aaf332e20868551d934a2cb7112_Out_0 = _BaseColor; float4 _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_RGBA_0, _Property_13c79aaf332e20868551d934a2cb7112_Out_0, _Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2); float _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0 = _AlphaCutoff; surface.BaseColor = (_Multiply_3d0c2fda612cfe87aa84bc17ad099a61_Out_2.xyz); surface.Alpha = _SampleTexture2D_0979a3599ab54293b59df4fc607ddd93_A_7; surface.AlphaClipThreshold = _Property_881c341218ea2d81819695b0c7ddc4cb_Out_0; return surface; } // -------------------------------------------------- // Build Graph Inputs #ifdef HAVE_VFX_MODIFICATION #define VFX_SRP_ATTRIBUTES Attributes #define VFX_SRP_VARYINGS Varyings #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs #endif VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #ifdef HAVE_VFX_MODIFICATION // FragInputs from VFX come from two places: Interpolator or CBuffer. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */ #endif output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl" // -------------------------------------------------- // Visual Effect Vertex Invocations #ifdef HAVE_VFX_MODIFICATION #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl" #endif ENDHLSL } } CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset" CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" FallBack "Hidden/Shader Graph/FallbackError" }