Shader "NatureManufacture Shaders/Debug/Flowmap Direction" { Properties { [NoScaleOffset]_Direction("Direction", 2D) = "white" {} _TextureSize("Texture Size", Vector) = (246, 246, 0, 0) [ToggleUI]_RotateUV("Rotate UV", Float) = 1 [ToggleUI]Boolean_F2B1E91A("Boolean", Float) = 0 [NonModifiableTextureData][NoScaleOffset]_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1("Texture2D", 2D) = "white" {} [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" = "Unlit" "Queue"="AlphaTest" } Pass { Name "Pass" Tags { // LightMode: } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma multi_compile_fog #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma shader_feature _ _SAMPLE_GI // GraphKeywords: // Defines #define _AlphaClip 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define ATTRIBUTES_NEED_TEXCOORD3 #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD3 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_UNLIT /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // 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" // -------------------------------------------------- // Structs and Packing struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; float4 texCoord1; float4 texCoord2; float4 texCoord3; #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; float4 uv1; float4 uv2; float4 uv3; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : TEXCOORD0; float4 interp1 : TEXCOORD1; float4 interp2 : TEXCOORD2; float4 interp3 : TEXCOORD3; #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; output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; output.interp1.xyzw = input.texCoord1; output.interp2.xyzw = input.texCoord2; output.interp3.xyzw = input.texCoord3; #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.interp0.xyzw; output.texCoord1 = input.interp1.xyzw; output.texCoord2 = input.interp2.xyzw; output.texCoord3 = input.interp3.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) float4 _TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1_TexelSize; float4 _Direction_TexelSize; float2 _TextureSize; float _RotateUV; float Boolean_F2B1E91A; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); SAMPLER(sampler_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); TEXTURE2D(_Direction); SAMPLER(sampler_Direction); // Graph Functions void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out) { Out = UV * Tiling + Offset; } void Unity_Divide_float2(float2 A, float2 B, out float2 Out) { Out = A / B; } void Unity_Fraction_float2(float2 In, out float2 Out) { Out = frac(In); } void Unity_Multiply_float(float2 A, float2 B, out float2 Out) { Out = A * B; } void Unity_Subtract_float2(float2 A, float2 B, out float2 Out) { Out = A - B; } void Unity_Multiply_float(float A, float B, out float Out) { Out = A * B; } void Unity_Comparison_Greater_float(float A, float B, out float Out) { Out = A > B ? 1 : 0; } void Unity_Divide_float(float A, float B, out float Out) { Out = A / B; } void Unity_Arctangent_float(float In, out float Out) { Out = atan(In); } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } void Unity_Branch_float(float Predicate, float True, float False, out float Out) { Out = Predicate ? True : False; } void Unity_Rotate_Radians_float(float2 UV, float2 Center, float Rotation, out float2 Out) { //rotation matrix UV -= Center; float s = sin(Rotation); float c = cos(Rotation); //center rotation matrix float2x2 rMatrix = float2x2(c, -s, s, c); rMatrix *= 0.5; rMatrix += 0.5; rMatrix = rMatrix*2 - 1; //multiply the UVs by the rotation matrix UV.xy = mul(UV.xy, rMatrix); UV += Center; Out = UV; } void Unity_Distance_float2(float2 A, float2 B, out float Out) { Out = distance(A, B); } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } void Unity_Subtract_float(float A, float B, out float Out) { Out = A - B; } void Unity_Absolute_float(float In, out float Out) { Out = abs(In); } void Unity_Power_float(float A, float B, out float Out) { Out = pow(A, B); } void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out) { Out = lerp(A, B, T); } void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out) { Out = Predicate ? True : False; } void Unity_Multiply_float(float3 A, float3 B, out float3 Out) { Out = A * B; } // 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; } // Graph Pixel struct SurfaceDescription { float3 BaseColor; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_70a6ddd048a60f81b46e2042f9ae833b_Out_0 = UnityBuildTexture2DStructNoScale(_Direction); float4 _UV_7c8a457b34527181924b2b4a71350de9_Out_0 = IN.uv0; float2 _TilingAndOffset_67d58b7a8092828aaece7f3acfe6e8a9_Out_3; Unity_TilingAndOffset_float((_UV_7c8a457b34527181924b2b4a71350de9_Out_0.xy), float2 (2, 2), float2 (0, 0), _TilingAndOffset_67d58b7a8092828aaece7f3acfe6e8a9_Out_3); float2 _Vector2_9a3e446bd0dfc3868e3db6f9bf101ead_Out_0 = float2(1, 1); float2 _Vector2_8355e4dbd796b188ba1e500dcabf0c0f_Out_0 = float2(30, 30); float2 _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2; Unity_Divide_float2(_Vector2_9a3e446bd0dfc3868e3db6f9bf101ead_Out_0, _Vector2_8355e4dbd796b188ba1e500dcabf0c0f_Out_0, _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2); float2 _Divide_5d0f49ab4bcab689894f976217114a79_Out_2; Unity_Divide_float2(_TilingAndOffset_67d58b7a8092828aaece7f3acfe6e8a9_Out_3, _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2, _Divide_5d0f49ab4bcab689894f976217114a79_Out_2); float2 _Fraction_e4f0f05fb76fd3809f5ec855b54a4595_Out_1; Unity_Fraction_float2(_Divide_5d0f49ab4bcab689894f976217114a79_Out_2, _Fraction_e4f0f05fb76fd3809f5ec855b54a4595_Out_1); float2 _Multiply_cbcb0de832b1d08288916e46aa8d4df2_Out_2; Unity_Multiply_float(_Fraction_e4f0f05fb76fd3809f5ec855b54a4595_Out_1, _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2, _Multiply_cbcb0de832b1d08288916e46aa8d4df2_Out_2); float2 _Vector2_e6d2595367ed0380b42c7a74855838a5_Out_0 = float2(246, 246); float _TexelSize_18bb9f416e386f87bee91aa46804bc56_Width_0 = UnityBuildTexture2DStructNoScale(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1).texelSize.z; float _TexelSize_18bb9f416e386f87bee91aa46804bc56_Height_2 = UnityBuildTexture2DStructNoScale(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1).texelSize.w; float2 _Vector2_e8728bfbf194e5818f010927b4ba8d79_Out_0 = float2(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Width_0, _TexelSize_18bb9f416e386f87bee91aa46804bc56_Height_2); float2 _Multiply_561a2890964f4081a8cf5d16bccb889f_Out_2; Unity_Multiply_float(_Vector2_e6d2595367ed0380b42c7a74855838a5_Out_0, _Vector2_e8728bfbf194e5818f010927b4ba8d79_Out_0, _Multiply_561a2890964f4081a8cf5d16bccb889f_Out_2); float2 _Vector2_97c81bcbfd26f08385a101ac3da412f3_Out_0 = float2(10, 10); float2 _Multiply_bccda05b3809138d8da15484dd6a7b4e_Out_2; Unity_Multiply_float(_Vector2_e8728bfbf194e5818f010927b4ba8d79_Out_0, _Vector2_97c81bcbfd26f08385a101ac3da412f3_Out_0, _Multiply_bccda05b3809138d8da15484dd6a7b4e_Out_2); float2 _Subtract_710d4672e66f7780ad90ca6e19a733bd_Out_2; Unity_Subtract_float2(_Multiply_561a2890964f4081a8cf5d16bccb889f_Out_2, _Multiply_bccda05b3809138d8da15484dd6a7b4e_Out_2, _Subtract_710d4672e66f7780ad90ca6e19a733bd_Out_2); float2 _Multiply_cd542324eceadd8daaca18ab78d3fbf6_Out_2; Unity_Multiply_float(_Multiply_cbcb0de832b1d08288916e46aa8d4df2_Out_2, _Subtract_710d4672e66f7780ad90ca6e19a733bd_Out_2, _Multiply_cd542324eceadd8daaca18ab78d3fbf6_Out_2); float2 _Vector2_df86361e9c36e7828e3097cc1fa8a75b_Out_0 = float2(0.1, 0.1); float2 _Multiply_8e351d40d36634829f2bb0905b9b9342_Out_2; Unity_Multiply_float(_Multiply_cd542324eceadd8daaca18ab78d3fbf6_Out_2, _Vector2_df86361e9c36e7828e3097cc1fa8a75b_Out_0, _Multiply_8e351d40d36634829f2bb0905b9b9342_Out_2); float4 _UV_1ca38e193be034888b8a707af9d47210_Out_0 = IN.uv3; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_R_1 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[0]; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[1]; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_B_3 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[2]; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_A_4 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[3]; float _Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2; Unity_Multiply_float(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2, -1, _Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2); float _Comparison_e67d9847aa86858490dd0c37e68e7505_Out_2; Unity_Comparison_Greater_float(_Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2, 0, _Comparison_e67d9847aa86858490dd0c37e68e7505_Out_2); float _Divide_2b884a92fd783d82a9012917c2b83115_Out_2; Unity_Divide_float(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_R_1, _Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2, _Divide_2b884a92fd783d82a9012917c2b83115_Out_2); float _Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1; Unity_Arctangent_float(_Divide_2b884a92fd783d82a9012917c2b83115_Out_2, _Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1); float _Add_cf6b7aee4a487f8ca16b9171b64a8f0d_Out_2; Unity_Add_float(_Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1, 3.141592, _Add_cf6b7aee4a487f8ca16b9171b64a8f0d_Out_2); float _Branch_9de100b31215ba89bb19e5b89012a25a_Out_3; Unity_Branch_float(_Comparison_e67d9847aa86858490dd0c37e68e7505_Out_2, _Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1, _Add_cf6b7aee4a487f8ca16b9171b64a8f0d_Out_2, _Branch_9de100b31215ba89bb19e5b89012a25a_Out_3); float2 _Rotate_ff1406ef744b188ca79c6d3bf0b8bbd7_Out_3; Unity_Rotate_Radians_float(_Multiply_8e351d40d36634829f2bb0905b9b9342_Out_2, float2 (0.5, 0.5), _Branch_9de100b31215ba89bb19e5b89012a25a_Out_3, _Rotate_ff1406ef744b188ca79c6d3bf0b8bbd7_Out_3); #if defined(SHADER_API_GLES) && (SHADER_TARGET < 30) float4 _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f); #else float4 _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_70a6ddd048a60f81b46e2042f9ae833b_Out_0.tex, _Property_70a6ddd048a60f81b46e2042f9ae833b_Out_0.samplerstate, _Rotate_ff1406ef744b188ca79c6d3bf0b8bbd7_Out_3, 0); #endif float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_R_5 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.r; float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_G_6 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.g; float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_B_7 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.b; float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_A_8 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.a; float _Comparison_1a93f0ca7c913a8f81659b20b8d59f2b_Out_2; Unity_Comparison_Greater_float(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2, 0.001, _Comparison_1a93f0ca7c913a8f81659b20b8d59f2b_Out_2); float3 _Vector3_37ab63b41d52bb8d8eba9088ed71bc11_Out_0 = float3(0, 0, 0); float2 _Vector2_4aeecd1cb271dd8e96c2fb12309b9dd0_Out_0 = float2(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_R_1, _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2); float _Distance_47e812ff6269a181b6e0faa017faee3b_Out_2; Unity_Distance_float2(_Vector2_4aeecd1cb271dd8e96c2fb12309b9dd0_Out_0, float2(0, 0), _Distance_47e812ff6269a181b6e0faa017faee3b_Out_2); float _Multiply_e5102f48c5e759879293e06062894e0c_Out_2; Unity_Multiply_float(_Distance_47e812ff6269a181b6e0faa017faee3b_Out_2, 1.6, _Multiply_e5102f48c5e759879293e06062894e0c_Out_2); float _Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3; Unity_Clamp_float(_Multiply_e5102f48c5e759879293e06062894e0c_Out_2, 0, 1, _Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3); float _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2; Unity_Subtract_float(1, _Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3, _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2); float3 _Vector3_aeff4a868e81c68f85dfe4c9662da9ce_Out_0 = float3(1, _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2, 0); float _Absolute_5573b6b2c1616e819aa4eeb67caec457_Out_1; Unity_Absolute_float(_Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3, _Absolute_5573b6b2c1616e819aa4eeb67caec457_Out_1); float _Power_33dedbf009cacf848c403a58667a66c6_Out_2; Unity_Power_float(_Absolute_5573b6b2c1616e819aa4eeb67caec457_Out_1, 0.16, _Power_33dedbf009cacf848c403a58667a66c6_Out_2); float _Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3; Unity_Clamp_float(_Power_33dedbf009cacf848c403a58667a66c6_Out_2, 0, 1, _Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3); float3 _Lerp_e6000a54e83a8f8e8c5bc16419b360ca_Out_3; Unity_Lerp_float3(_Vector3_37ab63b41d52bb8d8eba9088ed71bc11_Out_0, _Vector3_aeff4a868e81c68f85dfe4c9662da9ce_Out_0, (_Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3.xxx), _Lerp_e6000a54e83a8f8e8c5bc16419b360ca_Out_3); float3 _Vector3_484f28086891e98d9589d1f65774f6f4_Out_0 = float3(0, _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2, 1); float3 _Lerp_93469a90f98ccf80a7121c0b2bf05f48_Out_3; Unity_Lerp_float3(_Vector3_37ab63b41d52bb8d8eba9088ed71bc11_Out_0, _Vector3_484f28086891e98d9589d1f65774f6f4_Out_0, (_Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3.xxx), _Lerp_93469a90f98ccf80a7121c0b2bf05f48_Out_3); float3 _Branch_365bf259ae64c386a18e2d6997727100_Out_3; Unity_Branch_float3(_Comparison_1a93f0ca7c913a8f81659b20b8d59f2b_Out_2, _Lerp_e6000a54e83a8f8e8c5bc16419b360ca_Out_3, _Lerp_93469a90f98ccf80a7121c0b2bf05f48_Out_3, _Branch_365bf259ae64c386a18e2d6997727100_Out_3); float3 _Multiply_0563147e8bc9868b8c2a4f2c442c349f_Out_2; Unity_Multiply_float((_SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_A_8.xxx), _Branch_365bf259ae64c386a18e2d6997727100_Out_3, _Multiply_0563147e8bc9868b8c2a4f2c442c349f_Out_2); surface.BaseColor = _Multiply_0563147e8bc9868b8c2a4f2c442c349f_Out_2; surface.Alpha = 1; surface.AlphaClipThreshold = 0.5; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); output.uv0 = input.texCoord0; output.uv1 = input.texCoord1; output.uv2 = input.texCoord2; output.uv3 = input.texCoord3; #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/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW // GraphKeywords: // Defines #define _AlphaClip 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // 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" // -------------------------------------------------- // Structs and Packing struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #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 { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #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; output.positionCS = input.positionCS; #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 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) float4 _TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1_TexelSize; float4 _Direction_TexelSize; float2 _TextureSize; float _RotateUV; float Boolean_F2B1E91A; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); SAMPLER(sampler_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); TEXTURE2D(_Direction); SAMPLER(sampler_Direction); // Graph Functions // GraphFunctions: // 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; } // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; surface.Alpha = 1; surface.AlphaClipThreshold = 0.5; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #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/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull Back Blend One Zero ZTest LEqual ZWrite On ColorMask 0 // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma only_renderers gles gles3 glcore #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _AlphaClip 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // 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" // -------------------------------------------------- // Structs and Packing struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #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 { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #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; output.positionCS = input.positionCS; #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 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) float4 _TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1_TexelSize; float4 _Direction_TexelSize; float2 _TextureSize; float _RotateUV; float Boolean_F2B1E91A; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); SAMPLER(sampler_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); TEXTURE2D(_Direction); SAMPLER(sampler_Direction); // Graph Functions // GraphFunctions: // 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; } // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; surface.Alpha = 1; surface.AlphaClipThreshold = 0.5; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #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/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" ENDHLSL } } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Unlit" "Queue"="AlphaTest" } Pass { Name "Pass" Tags { // LightMode: } // Render State Cull Back Blend One Zero 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_fog #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma shader_feature _ _SAMPLE_GI // GraphKeywords: // Defines #define _AlphaClip 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 #define ATTRIBUTES_NEED_TEXCOORD2 #define ATTRIBUTES_NEED_TEXCOORD3 #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 #define VARYINGS_NEED_TEXCOORD2 #define VARYINGS_NEED_TEXCOORD3 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_UNLIT /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // 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" // -------------------------------------------------- // Structs and Packing struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 uv1 : TEXCOORD1; float4 uv2 : TEXCOORD2; float4 uv3 : TEXCOORD3; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; float4 texCoord1; float4 texCoord2; float4 texCoord3; #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; float4 uv1; float4 uv2; float4 uv3; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : TEXCOORD0; float4 interp1 : TEXCOORD1; float4 interp2 : TEXCOORD2; float4 interp3 : TEXCOORD3; #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; output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; output.interp1.xyzw = input.texCoord1; output.interp2.xyzw = input.texCoord2; output.interp3.xyzw = input.texCoord3; #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.interp0.xyzw; output.texCoord1 = input.interp1.xyzw; output.texCoord2 = input.interp2.xyzw; output.texCoord3 = input.interp3.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) float4 _TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1_TexelSize; float4 _Direction_TexelSize; float2 _TextureSize; float _RotateUV; float Boolean_F2B1E91A; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); SAMPLER(sampler_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); TEXTURE2D(_Direction); SAMPLER(sampler_Direction); // Graph Functions void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out) { Out = UV * Tiling + Offset; } void Unity_Divide_float2(float2 A, float2 B, out float2 Out) { Out = A / B; } void Unity_Fraction_float2(float2 In, out float2 Out) { Out = frac(In); } void Unity_Multiply_float(float2 A, float2 B, out float2 Out) { Out = A * B; } void Unity_Subtract_float2(float2 A, float2 B, out float2 Out) { Out = A - B; } void Unity_Multiply_float(float A, float B, out float Out) { Out = A * B; } void Unity_Comparison_Greater_float(float A, float B, out float Out) { Out = A > B ? 1 : 0; } void Unity_Divide_float(float A, float B, out float Out) { Out = A / B; } void Unity_Arctangent_float(float In, out float Out) { Out = atan(In); } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } void Unity_Branch_float(float Predicate, float True, float False, out float Out) { Out = Predicate ? True : False; } void Unity_Rotate_Radians_float(float2 UV, float2 Center, float Rotation, out float2 Out) { //rotation matrix UV -= Center; float s = sin(Rotation); float c = cos(Rotation); //center rotation matrix float2x2 rMatrix = float2x2(c, -s, s, c); rMatrix *= 0.5; rMatrix += 0.5; rMatrix = rMatrix*2 - 1; //multiply the UVs by the rotation matrix UV.xy = mul(UV.xy, rMatrix); UV += Center; Out = UV; } void Unity_Distance_float2(float2 A, float2 B, out float Out) { Out = distance(A, B); } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } void Unity_Subtract_float(float A, float B, out float Out) { Out = A - B; } void Unity_Absolute_float(float In, out float Out) { Out = abs(In); } void Unity_Power_float(float A, float B, out float Out) { Out = pow(A, B); } void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out) { Out = lerp(A, B, T); } void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out) { Out = Predicate ? True : False; } void Unity_Multiply_float(float3 A, float3 B, out float3 Out) { Out = A * B; } // 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; } // Graph Pixel struct SurfaceDescription { float3 BaseColor; float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_70a6ddd048a60f81b46e2042f9ae833b_Out_0 = UnityBuildTexture2DStructNoScale(_Direction); float4 _UV_7c8a457b34527181924b2b4a71350de9_Out_0 = IN.uv0; float2 _TilingAndOffset_67d58b7a8092828aaece7f3acfe6e8a9_Out_3; Unity_TilingAndOffset_float((_UV_7c8a457b34527181924b2b4a71350de9_Out_0.xy), float2 (2, 2), float2 (0, 0), _TilingAndOffset_67d58b7a8092828aaece7f3acfe6e8a9_Out_3); float2 _Vector2_9a3e446bd0dfc3868e3db6f9bf101ead_Out_0 = float2(1, 1); float2 _Vector2_8355e4dbd796b188ba1e500dcabf0c0f_Out_0 = float2(30, 30); float2 _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2; Unity_Divide_float2(_Vector2_9a3e446bd0dfc3868e3db6f9bf101ead_Out_0, _Vector2_8355e4dbd796b188ba1e500dcabf0c0f_Out_0, _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2); float2 _Divide_5d0f49ab4bcab689894f976217114a79_Out_2; Unity_Divide_float2(_TilingAndOffset_67d58b7a8092828aaece7f3acfe6e8a9_Out_3, _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2, _Divide_5d0f49ab4bcab689894f976217114a79_Out_2); float2 _Fraction_e4f0f05fb76fd3809f5ec855b54a4595_Out_1; Unity_Fraction_float2(_Divide_5d0f49ab4bcab689894f976217114a79_Out_2, _Fraction_e4f0f05fb76fd3809f5ec855b54a4595_Out_1); float2 _Multiply_cbcb0de832b1d08288916e46aa8d4df2_Out_2; Unity_Multiply_float(_Fraction_e4f0f05fb76fd3809f5ec855b54a4595_Out_1, _Divide_f0d0aaa28637b781bcd99c1c912b5eae_Out_2, _Multiply_cbcb0de832b1d08288916e46aa8d4df2_Out_2); float2 _Vector2_e6d2595367ed0380b42c7a74855838a5_Out_0 = float2(246, 246); float _TexelSize_18bb9f416e386f87bee91aa46804bc56_Width_0 = UnityBuildTexture2DStructNoScale(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1).texelSize.z; float _TexelSize_18bb9f416e386f87bee91aa46804bc56_Height_2 = UnityBuildTexture2DStructNoScale(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1).texelSize.w; float2 _Vector2_e8728bfbf194e5818f010927b4ba8d79_Out_0 = float2(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Width_0, _TexelSize_18bb9f416e386f87bee91aa46804bc56_Height_2); float2 _Multiply_561a2890964f4081a8cf5d16bccb889f_Out_2; Unity_Multiply_float(_Vector2_e6d2595367ed0380b42c7a74855838a5_Out_0, _Vector2_e8728bfbf194e5818f010927b4ba8d79_Out_0, _Multiply_561a2890964f4081a8cf5d16bccb889f_Out_2); float2 _Vector2_97c81bcbfd26f08385a101ac3da412f3_Out_0 = float2(10, 10); float2 _Multiply_bccda05b3809138d8da15484dd6a7b4e_Out_2; Unity_Multiply_float(_Vector2_e8728bfbf194e5818f010927b4ba8d79_Out_0, _Vector2_97c81bcbfd26f08385a101ac3da412f3_Out_0, _Multiply_bccda05b3809138d8da15484dd6a7b4e_Out_2); float2 _Subtract_710d4672e66f7780ad90ca6e19a733bd_Out_2; Unity_Subtract_float2(_Multiply_561a2890964f4081a8cf5d16bccb889f_Out_2, _Multiply_bccda05b3809138d8da15484dd6a7b4e_Out_2, _Subtract_710d4672e66f7780ad90ca6e19a733bd_Out_2); float2 _Multiply_cd542324eceadd8daaca18ab78d3fbf6_Out_2; Unity_Multiply_float(_Multiply_cbcb0de832b1d08288916e46aa8d4df2_Out_2, _Subtract_710d4672e66f7780ad90ca6e19a733bd_Out_2, _Multiply_cd542324eceadd8daaca18ab78d3fbf6_Out_2); float2 _Vector2_df86361e9c36e7828e3097cc1fa8a75b_Out_0 = float2(0.1, 0.1); float2 _Multiply_8e351d40d36634829f2bb0905b9b9342_Out_2; Unity_Multiply_float(_Multiply_cd542324eceadd8daaca18ab78d3fbf6_Out_2, _Vector2_df86361e9c36e7828e3097cc1fa8a75b_Out_0, _Multiply_8e351d40d36634829f2bb0905b9b9342_Out_2); float4 _UV_1ca38e193be034888b8a707af9d47210_Out_0 = IN.uv3; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_R_1 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[0]; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[1]; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_B_3 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[2]; float _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_A_4 = _UV_1ca38e193be034888b8a707af9d47210_Out_0[3]; float _Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2; Unity_Multiply_float(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2, -1, _Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2); float _Comparison_e67d9847aa86858490dd0c37e68e7505_Out_2; Unity_Comparison_Greater_float(_Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2, 0, _Comparison_e67d9847aa86858490dd0c37e68e7505_Out_2); float _Divide_2b884a92fd783d82a9012917c2b83115_Out_2; Unity_Divide_float(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_R_1, _Multiply_3bdf02c598430c878e3738cac7f0dae8_Out_2, _Divide_2b884a92fd783d82a9012917c2b83115_Out_2); float _Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1; Unity_Arctangent_float(_Divide_2b884a92fd783d82a9012917c2b83115_Out_2, _Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1); float _Add_cf6b7aee4a487f8ca16b9171b64a8f0d_Out_2; Unity_Add_float(_Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1, 3.141592, _Add_cf6b7aee4a487f8ca16b9171b64a8f0d_Out_2); float _Branch_9de100b31215ba89bb19e5b89012a25a_Out_3; Unity_Branch_float(_Comparison_e67d9847aa86858490dd0c37e68e7505_Out_2, _Arctangent_5140ab7fbdf95a8f9329bfd0cd09226c_Out_1, _Add_cf6b7aee4a487f8ca16b9171b64a8f0d_Out_2, _Branch_9de100b31215ba89bb19e5b89012a25a_Out_3); float2 _Rotate_ff1406ef744b188ca79c6d3bf0b8bbd7_Out_3; Unity_Rotate_Radians_float(_Multiply_8e351d40d36634829f2bb0905b9b9342_Out_2, float2 (0.5, 0.5), _Branch_9de100b31215ba89bb19e5b89012a25a_Out_3, _Rotate_ff1406ef744b188ca79c6d3bf0b8bbd7_Out_3); #if defined(SHADER_API_GLES) && (SHADER_TARGET < 30) float4 _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f); #else float4 _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_70a6ddd048a60f81b46e2042f9ae833b_Out_0.tex, _Property_70a6ddd048a60f81b46e2042f9ae833b_Out_0.samplerstate, _Rotate_ff1406ef744b188ca79c6d3bf0b8bbd7_Out_3, 0); #endif float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_R_5 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.r; float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_G_6 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.g; float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_B_7 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.b; float _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_A_8 = _SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_RGBA_0.a; float _Comparison_1a93f0ca7c913a8f81659b20b8d59f2b_Out_2; Unity_Comparison_Greater_float(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2, 0.001, _Comparison_1a93f0ca7c913a8f81659b20b8d59f2b_Out_2); float3 _Vector3_37ab63b41d52bb8d8eba9088ed71bc11_Out_0 = float3(0, 0, 0); float2 _Vector2_4aeecd1cb271dd8e96c2fb12309b9dd0_Out_0 = float2(_Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_R_1, _Split_11d6e1d03b6aec85a5cc295d4f2f2c3a_G_2); float _Distance_47e812ff6269a181b6e0faa017faee3b_Out_2; Unity_Distance_float2(_Vector2_4aeecd1cb271dd8e96c2fb12309b9dd0_Out_0, float2(0, 0), _Distance_47e812ff6269a181b6e0faa017faee3b_Out_2); float _Multiply_e5102f48c5e759879293e06062894e0c_Out_2; Unity_Multiply_float(_Distance_47e812ff6269a181b6e0faa017faee3b_Out_2, 1.6, _Multiply_e5102f48c5e759879293e06062894e0c_Out_2); float _Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3; Unity_Clamp_float(_Multiply_e5102f48c5e759879293e06062894e0c_Out_2, 0, 1, _Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3); float _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2; Unity_Subtract_float(1, _Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3, _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2); float3 _Vector3_aeff4a868e81c68f85dfe4c9662da9ce_Out_0 = float3(1, _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2, 0); float _Absolute_5573b6b2c1616e819aa4eeb67caec457_Out_1; Unity_Absolute_float(_Clamp_ec36a3c091f7148e8b7ca54cb1273530_Out_3, _Absolute_5573b6b2c1616e819aa4eeb67caec457_Out_1); float _Power_33dedbf009cacf848c403a58667a66c6_Out_2; Unity_Power_float(_Absolute_5573b6b2c1616e819aa4eeb67caec457_Out_1, 0.16, _Power_33dedbf009cacf848c403a58667a66c6_Out_2); float _Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3; Unity_Clamp_float(_Power_33dedbf009cacf848c403a58667a66c6_Out_2, 0, 1, _Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3); float3 _Lerp_e6000a54e83a8f8e8c5bc16419b360ca_Out_3; Unity_Lerp_float3(_Vector3_37ab63b41d52bb8d8eba9088ed71bc11_Out_0, _Vector3_aeff4a868e81c68f85dfe4c9662da9ce_Out_0, (_Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3.xxx), _Lerp_e6000a54e83a8f8e8c5bc16419b360ca_Out_3); float3 _Vector3_484f28086891e98d9589d1f65774f6f4_Out_0 = float3(0, _Subtract_2f8c058d66260b84866bd56a0469ea11_Out_2, 1); float3 _Lerp_93469a90f98ccf80a7121c0b2bf05f48_Out_3; Unity_Lerp_float3(_Vector3_37ab63b41d52bb8d8eba9088ed71bc11_Out_0, _Vector3_484f28086891e98d9589d1f65774f6f4_Out_0, (_Clamp_062fed397e52b48f8a7809d95fc105e8_Out_3.xxx), _Lerp_93469a90f98ccf80a7121c0b2bf05f48_Out_3); float3 _Branch_365bf259ae64c386a18e2d6997727100_Out_3; Unity_Branch_float3(_Comparison_1a93f0ca7c913a8f81659b20b8d59f2b_Out_2, _Lerp_e6000a54e83a8f8e8c5bc16419b360ca_Out_3, _Lerp_93469a90f98ccf80a7121c0b2bf05f48_Out_3, _Branch_365bf259ae64c386a18e2d6997727100_Out_3); float3 _Multiply_0563147e8bc9868b8c2a4f2c442c349f_Out_2; Unity_Multiply_float((_SampleTexture2DLOD_7fdbdd0c5b377086acfc5974a225b0dd_A_8.xxx), _Branch_365bf259ae64c386a18e2d6997727100_Out_3, _Multiply_0563147e8bc9868b8c2a4f2c442c349f_Out_2); surface.BaseColor = _Multiply_0563147e8bc9868b8c2a4f2c442c349f_Out_2; surface.Alpha = 1; surface.AlphaClipThreshold = 0.5; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); output.uv0 = input.texCoord0; output.uv1 = input.texCoord1; output.uv2 = input.texCoord2; output.uv3 = input.texCoord3; #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/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl" ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode" = "ShadowCaster" } // Render State Cull Back Blend One Zero 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 _ _CASTING_PUNCTUAL_LIGHT_SHADOW // GraphKeywords: // Defines #define _AlphaClip 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SHADOWCASTER /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // 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" // -------------------------------------------------- // Structs and Packing struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #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 { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #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; output.positionCS = input.positionCS; #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 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) float4 _TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1_TexelSize; float4 _Direction_TexelSize; float2 _TextureSize; float _RotateUV; float Boolean_F2B1E91A; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); SAMPLER(sampler_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); TEXTURE2D(_Direction); SAMPLER(sampler_Direction); // Graph Functions // GraphFunctions: // 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; } // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; surface.Alpha = 1; surface.AlphaClipThreshold = 0.5; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #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/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl" ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode" = "DepthOnly" } // Render State Cull Back Blend One Zero 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 // PassKeywords: // GraphKeywords: // Defines #define _AlphaClip 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // 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" // -------------------------------------------------- // Structs and Packing struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; #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 { }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; #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; output.positionCS = input.positionCS; #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 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) float4 _TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1_TexelSize; float4 _Direction_TexelSize; float2 _TextureSize; float _RotateUV; float Boolean_F2B1E91A; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); SAMPLER(sampler_TexelSize_18bb9f416e386f87bee91aa46804bc56_Texture_1); TEXTURE2D(_Direction); SAMPLER(sampler_Direction); // Graph Functions // GraphFunctions: // 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; } // Graph Pixel struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; surface.Alpha = 1; surface.AlphaClipThreshold = 0.5; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); #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/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl" ENDHLSL } } FallBack "Hidden/Shader Graph/FallbackError" }