Files
2024-11-20 15:21:28 +01:00

1964 lines
84 KiB
GLSL

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: <None>
}
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// 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: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma shader_feature _ _SAMPLE_GI
// GraphKeywords: <None>
// 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
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// 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: <None>
// 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
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// 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: <None>
// 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: <None>
}
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// 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: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma shader_feature _ _SAMPLE_GI
// GraphKeywords: <None>
// 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
// <None>
// --------------------------------------------------
// 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: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// GraphKeywords: <None>
// 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: <None>
// 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
// <None>
// --------------------------------------------------
// 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: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// 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: <None>
// 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"
}