Files
beyond/Assets/ThirdParty/Lux URP Essentials/Shaders/Terrain Mesh/Lux URP MeshTerrain.shader
2024-11-20 15:21:28 +01:00

644 lines
26 KiB
Plaintext

Shader "Lux URP/Terrain/Mesh Terrain"
{
Properties
{
[HeaderHelpLuxURP_URL(v7hplahjb13)]
[Header(Surface Options)]
[Space(5)]
[ToggleOff(_RECEIVE_SHADOWS_OFF)]
_ReceiveShadows ("Receive Shadows", Float) = 1.0
[Header(Surface Inputs)]
[Space(5)]
[Toggle(_NORMALMAP)]
_ApplyNormal ("Enable Normal Maps", Float) = 1.0
[Toggle(_TOPDOWNPROJECTION)]
_ApplyTopDownProjection ("Enable Top Down Projection", Float) = 0.0
_TopDownTiling (" Tiling in World Space", Float) = 1.0
[Space(10)]
[NoScaleOffset] _DetailA0 ("Detail 0 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
[NoScaleOffset] _Normal0 (" Normal 0", 2D) = "bump" {}
[NoScaleOffset] _DetailA1 ("Detail 1 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
[NoScaleOffset] _Normal1 (" Normal 1", 2D) = "bump" {}
[NoScaleOffset] _DetailA2 ("Detail 2 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
[NoScaleOffset] _Normal2 (" Normal 2", 2D) = "bump" {}
[NoScaleOffset] _DetailA3 ("Detail 3 Albedo (RGB) Smoothness (A)", 2D) = "gray" {}
[NoScaleOffset] _Normal3 (" Normal 3", 2D) = "bump" {}
[Space(10)]
[Toggle(_USEVERTEXCOLORS)]
_VertexColors ("Use Vertex Colors", Float) = 0.0
[NoScaleOffset] _SplatMap ("Splat Map (RGB)", 2D) = "red" {}
[Space(10)]
[LuxURPVectorTwoDrawer] _SplatTiling("Detail Tiling (UV)", Vector) = (1,1,0,0)
_Specular("Specular", Color) = (0.2,0.2,0.2,0)
_Occlusion("Occlusion", Range(0, 1)) = 0
[Header(Advanced)]
[Space(5)]
[ToggleOff]
_SpecularHighlights ("Enable Specular Highlights", Float) = 1.0
[ToggleOff]
_EnvironmentReflections ("Environment Reflections", Float) = 1.0
}
// HLSLINCLUDE
// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// ENDHLSL
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType"="Opaque"
"Queue"="Geometry-100"
}
Pass
{
Tags{"LightMode" = "UniversalForward"}
Blend One Zero
Cull Back
ZTest LEqual
ZWrite On
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 3.0
// Tell Polybrush that this shader supports 4 texture channels
#define Z_TEXTURE_CHANNELS 4
#define Z_MESH_ATTRIBUTES COLOR
// -------------------------------------
// Lightweight Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile_fog
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _TOPDOWNPROJECTION
#pragma shader_feature_local _USEVERTEXCOLORS
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
//#define _NORMALMAP 1
#define _SPECULAR_SETUP 1
//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
// defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
CBUFFER_START(UnityPerMaterial)
float2 _SplatTiling;
float4 _Specular;
float _Occlusion;
half _TopDownTiling;
CBUFFER_END
TEXTURE2D(_DetailA0); SAMPLER(sampler_DetailA0); float4 _DetailA0_TexelSize;
TEXTURE2D(_Normal0); SAMPLER(sampler_Normal0); float4 _Normal0_TexelSize;
TEXTURE2D(_DetailA1); float4 _DetailA1_TexelSize;
TEXTURE2D(_Normal1); float4 _Normal1_TexelSize;
TEXTURE2D(_DetailA2); float4 _DetailA2_TexelSize;
TEXTURE2D(_Normal2); float4 _Normal2_TexelSize;
TEXTURE2D(_DetailA3); float4 _DetailA3_TexelSize;
TEXTURE2D(_Normal3); float4 _Normal3_TexelSize;
TEXTURE2D(_SplatMap); SAMPLER(sampler_SplatMap); float4 _SplatMap_TexelSize;
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
#if defined(_USEVERTEXCOLORS)
half4 color : COLOR;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 0);
half4 fogFactorAndVertexLight : TEXCOORD1; // x: fogFactor, yzw: vertex light
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD2;
#endif
float3 normalWS : TEXCOORD3;
float3 viewDirWS : TEXCOORD4;
#ifdef _NORMALMAP
float4 tangentWS : TEXCOORD5;
#endif
float3 positionWS : TEXCOORD6;
float2 uv0 : TEXCOORD7;
#if defined(_USEVERTEXCOLORS)
half4 color : COLOR;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert (VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
output.uv0 = input.texcoord; //TRANSFORM_TEX(input.texcoord, _BaseMap);
output.positionWS = vertexInput.positionWS;
// already normalized from normal transform to WS.
output.normalWS = normalInput.normalWS;
//output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
output.viewDirWS = viewDirWS;
#ifdef _NORMALMAP
float sign = input.tangentOS.w * GetOddNegativeScale();
output.tangentWS = float4(normalInput.tangentWS.xyz, sign);
#endif
OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
#if defined(_USEVERTEXCOLORS)
output.color = input.color;
#endif
return output;
}
// Surface function which has full access to all vertex interpolators
inline void InitializeStandardLitSurfaceData(VertexOutput input, out SurfaceData outSurfaceData, out half3 topdownNormal)
{
topdownNormal = 0;
float2 detailUV = input.uv0 * _SplatTiling;
half4 splatControl = 0;
#if defined(_USEVERTEXCOLORS)
splatControl = input.color;
#else
splatControl.rgb = SAMPLE_TEXTURE2D(_SplatMap, sampler_SplatMap, input.uv0.xy).rgb;
#endif
splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b;
#if defined(_TOPDOWNPROJECTION)
float2 uvWS = input.positionWS.xz * _TopDownTiling;
half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, uvWS) * splatControl.r;
#else
half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, detailUV) * splatControl.r;
#endif
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA1, sampler_DetailA0, detailUV) * splatControl.g;
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA2, sampler_DetailA0, detailUV) * splatControl.b;
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA3, sampler_DetailA0, detailUV) * splatControl.a;
half3 normalTS = 0;
#if defined(_NORMALMAP)
half4 nrm = 0.0h;
#if defined(_TOPDOWNPROJECTION)
topdownNormal = UnpackNormal (SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, uvWS));
// Without safe normalization of gba normals are off withing the blend range.
splatControl.gba /= dot( max(splatControl.gba, half3(0.0001h, 0.0001h, 0.0001h)), half3(1.0h,1.0h,1.0h));
#else
nrm = SAMPLE_TEXTURE2D(_Normal0, sampler_Normal0, detailUV) * splatControl.r;
#endif
nrm += SAMPLE_TEXTURE2D(_Normal1, sampler_Normal0, detailUV) * splatControl.g;
nrm += SAMPLE_TEXTURE2D(_Normal2, sampler_Normal0, detailUV) * splatControl.b;
nrm += SAMPLE_TEXTURE2D(_Normal3, sampler_Normal0, detailUV) * splatControl.a;
normalTS = UnpackNormal(nrm);
#endif
#if defined(_TOPDOWNPROJECTION) && defined(_NORMALMAP)
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
normalTS = normalize(TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS.xyz)));
// We use Reoriented Normal Mapping to bring the the top down normal into world space
half3 n1 = /*normalize*/(input.normalWS.xzy);
half3 n2 = topdownNormal.xyz;
n1.z += 1.0h;
n2.xy *= -1.0h;
half3 topDownNormalWS = n1 * dot(n1, n2) / n1.z - n2;
topDownNormalWS = topDownNormalWS.xzy;
// Finally we blend both normals in world space
normalTS = normalize(normalTS * (1.0h - splatControl.r) + topDownNormalWS * splatControl.r);
#endif
outSurfaceData.albedo = albedoAlpha.rgb;
outSurfaceData.smoothness = albedoAlpha.a;
outSurfaceData.normalTS = normalTS;
outSurfaceData.emission = 0;
outSurfaceData.metallic = 0;
outSurfaceData.specular = _Specular.rgb;
outSurfaceData.occlusion = 1.0h - _Occlusion;
outSurfaceData.alpha = 1;
}
half4 frag (VertexOutput input ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
SurfaceData surfaceData;
half3 topdownNormal;
half topnormalstrength;
// Get the surface description
InitializeStandardLitSurfaceData(input, surfaceData, topdownNormal);
// Transfer all to world space
InputData inputData;
inputData.positionWS = input.positionWS;
half3 viewDirWS = SafeNormalize(input.viewDirWS);
#ifdef _NORMALMAP
#if !defined(_TOPDOWNPROJECTION)
float sgn = input.tangentWS.w; // should be either +1 or -1
float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
inputData.normalWS = TransformTangentToWorld(surfaceData.normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz));
#else
inputData.normalWS = surfaceData.normalTS;
#endif
#else
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = input.fogFactorAndVertexLight.x;
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS);
half4 color = UniversalFragmentPBR(
inputData,
surfaceData.albedo,
surfaceData.metallic,
surfaceData.specular,
surfaceData.smoothness,
surfaceData.occlusion,
surfaceData.emission,
surfaceData.alpha);
// Computes fog factor per-vertex
color.rgb = MixFog(color.rgb, input.fogFactorAndVertexLight.x);
#if _AlphaClip
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags{"LightMode" = "ShadowCaster"}
ZWrite On ZTest LEqual
Cull Back
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
//#define _NORMALMAP 1
#define _SPECULAR_SETUP 1
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
CBUFFER_START(UnityPerMaterial)
float2 _SplatTiling;
float4 _Specular;
float _Occlusion;
half _TopDownTiling;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float3 _LightDirection;
VertexOutput ShadowPassVertex(VertexInput input)
{
VertexOutput output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
// Needs Shadows.hlsl
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, _LightDirection));
#if UNITY_REVERSED_Z
positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
output.positionCS = positionCS;
return output;
}
half4 ShadowPassFragment(VertexOutput input ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags{"LightMode" = "DepthOnly"}
ZWrite On
ColorMask 0
Cull Back
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#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/Color.hlsl"
CBUFFER_START(UnityPerMaterial)
float2 _SplatTiling;
float4 _Specular;
float _Occlusion;
half _TopDownTiling;
CBUFFER_END
struct VertexInput
{
float4 positionOS : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
return output;
}
half4 frag(VertexOutput input ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
return 0;
}
ENDHLSL
}
// This pass it not used during regular rendering, only for lightmap baking.
Pass
{
Name "Meta"
Tags{"LightMode" = "Meta"}
Cull Off
HLSLPROGRAM
// Tell Polybrush that this shader supports 4 texture channels
#define Z_TEXTURE_CHANNELS 4
#define Z_MESH_ATTRIBUTES COLOR
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
//#define _NORMALMAP 1
#define _SPECULAR_SETUP 1
#pragma shader_feature_local _TOPDOWNPROJECTION
#pragma shader_feature_local _USEVERTEXCOLORS
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
CBUFFER_START(UnityPerMaterial)
float2 _SplatTiling;
float4 _Specular;
float _Occlusion;
half _TopDownTiling;
CBUFFER_END
TEXTURE2D(_DetailA0); SAMPLER(sampler_DetailA0); float4 _DetailA0_TexelSize;
TEXTURE2D(_DetailA1); float4 _DetailA1_TexelSize;
TEXTURE2D(_DetailA2); float4 _DetailA2_TexelSize;
TEXTURE2D(_DetailA3); float4 _DetailA3_TexelSize;
TEXTURE2D(_SplatMap); SAMPLER(sampler_SplatMap); float4 _SplatMap_TexelSize;
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 texcoord : TEXCOORD0;
float2 lightmapUV : TEXCOORD1;
#if defined(_USEVERTEXCOLORS)
half4 color : COLOR;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float3 positionWS : TEXCOORD2;
#if defined(_USEVERTEXCOLORS)
half4 color : COLOR;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
VertexOutput vert(VertexInput input)
{
VertexOutput output = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionWS = mul(UNITY_MATRIX_M, input.positionOS).xyz;
output.uv0 = input.texcoord;
output.uv1 = input.lightmapUV;
output.positionCS = MetaVertexPosition(input.positionOS, input.lightmapUV, input.lightmapUV, unity_LightmapST, unity_DynamicLightmapST);
#if defined(_USEVERTEXCOLORS)
output.color = input.color;
#endif
return output;
}
half4 frag(VertexOutput input ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 detailUV = input.uv0 * _SplatTiling;
half4 splatControl = 0;
#if defined(_USEVERTEXCOLORS)
splatControl = input.color;
splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b;
#else
splatControl.rgb = SAMPLE_TEXTURE2D(_SplatMap, sampler_SplatMap, input.uv0).rgb;
splatControl.a = 1.0h - splatControl.r - splatControl.g - splatControl.b;
#endif
#if defined(_TOPDOWNPROJECTION)
float2 uvWS = input.positionWS.xz * _TopDownTiling;
half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, uvWS) * splatControl.r;
#else
half4 albedoAlpha = SAMPLE_TEXTURE2D(_DetailA0, sampler_DetailA0, detailUV) * splatControl.r;
#endif
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA1, sampler_DetailA0, detailUV) * splatControl.g;
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA2, sampler_DetailA0, detailUV) * splatControl.b;
albedoAlpha += SAMPLE_TEXTURE2D(_DetailA3, sampler_DetailA0, detailUV) * splatControl.a;
#if _AlphaClip
// clip(Alpha - AlphaClipThreshold);
#endif
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = albedoAlpha.rgb;
metaInput.Emission = 0;
return MetaFragment(metaInput);
}
ENDHLSL
}
}
FallBack "Hidden/InternalErrorShader"
}