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  1. Shader "Unlit/SkinUI"
  2. {
  3. Properties
  4. {
  5. [PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
  6. _SkinColour("SkinColour", Color) = (0.6313726, 0.2941177, 0.2117647, 1)
  7. _EyeColour("EyeColour", Color) = (0.03208439, 0.1915721, 0.9716981, 0)
  8. [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
  9. [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
  10. [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
  11. _StencilComp("Stencil Comparison", Float) = 8
  12. _Stencil("Stencil ID", Float) = 0
  13. _StencilOp("Stencil Operation", Float) = 0
  14. _StencilWriteMask("Stencil Write Mask", Float) = 255
  15. _StencilReadMask("Stencil Read Mask", Float) = 255
  16.  
  17. _ColorMask("Color Mask", Float) = 15
  18.  
  19. [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
  20. }
  21. SubShader
  22. {
  23. Tags
  24. {
  25. "RenderPipeline" = "UniversalPipeline"
  26. "RenderType" = "Transparent"
  27. "UniversalMaterialType" = "Unlit"
  28. "Queue" = "Transparent"
  29. // DisableBatching: <None>
  30. "ShaderGraphShader" = "true"
  31. "ShaderGraphTargetId" = "UniversalSpriteUnlitSubTarget"
  32. "IgnoreProjector" = "True"
  33. "PreviewType" = "Plane"
  34. "CanUseSpriteAtlas" = "True"
  35. }
  36. Stencil
  37. {
  38. Ref[_Stencil]
  39. Comp[_StencilComp]
  40. Pass[_StencilOp]
  41. ReadMask[_StencilReadMask]
  42. WriteMask[_StencilWriteMask]
  43. }
  44.  
  45. Cull Off
  46. Lighting Off
  47. ZWrite Off
  48. ZTest[unity_GUIZTestMode]
  49. Blend SrcAlpha OneMinusSrcAlpha
  50. ColorMask[_ColorMask]
  51. Pass
  52. {
  53. Name "Sprite Unlit"
  54. Tags
  55. {
  56. "LightMode" = "Universal2D"
  57. }
  58. HLSLPROGRAM
  59.  
  60. // Pragmas
  61. #pragma target 2.0
  62. #pragma exclude_renderers d3d11_9x
  63. #pragma vertex vert
  64. #pragma fragment frag
  65.  
  66. // Keywords
  67. #pragma multi_compile_fragment _ DEBUG_DISPLAY
  68. // GraphKeywords: <None>
  69.  
  70. // Defines
  71.  
  72. #define ATTRIBUTES_NEED_NORMAL
  73. #define ATTRIBUTES_NEED_TANGENT
  74. #define ATTRIBUTES_NEED_TEXCOORD0
  75. #define ATTRIBUTES_NEED_COLOR
  76. #define VARYINGS_NEED_POSITION_WS
  77. #define VARYINGS_NEED_TEXCOORD0
  78. #define VARYINGS_NEED_COLOR
  79. #define FEATURES_GRAPH_VERTEX
  80. /* WARNING: $splice Could not find named fragment 'PassInstancing' */
  81. #define SHADERPASS SHADERPASS_SPRITEUNLIT
  82. #define ALPHA_CLIP_THRESHOLD 1
  83. /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
  84.  
  85.  
  86. // custom interpolator pre-include
  87. /* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
  88.  
  89. // Includes
  90. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  91. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
  92. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  93. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  94. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
  95. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
  96. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  97. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
  98.  
  99. // --------------------------------------------------
  100. // Structs and Packing
  101.  
  102. // custom interpolators pre packing
  103. /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
  104.  
  105. struct Attributes
  106. {
  107. float3 positionOS : POSITION;
  108. float3 normalOS : NORMAL;
  109. float4 tangentOS : TANGENT;
  110. float4 uv0 : TEXCOORD0;
  111. float4 color : COLOR;
  112. #if UNITY_ANY_INSTANCING_ENABLED
  113. uint instanceID : INSTANCEID_SEMANTIC;
  114. #endif
  115. };
  116. struct Varyings
  117. {
  118. float4 positionCS : SV_POSITION;
  119. float3 positionWS;
  120. float4 texCoord0;
  121. float4 color;
  122. #if UNITY_ANY_INSTANCING_ENABLED
  123. uint instanceID : CUSTOM_INSTANCE_ID;
  124. #endif
  125. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  126. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  127. #endif
  128. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  129. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  130. #endif
  131. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  132. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  133. #endif
  134. };
  135. struct SurfaceDescriptionInputs
  136. {
  137. float4 uv0;
  138. };
  139. struct VertexDescriptionInputs
  140. {
  141. float3 ObjectSpaceNormal;
  142. float3 ObjectSpaceTangent;
  143. float3 ObjectSpacePosition;
  144. };
  145. struct PackedVaryings
  146. {
  147. float4 positionCS : SV_POSITION;
  148. float4 texCoord0 : INTERP0;
  149. float4 color : INTERP1;
  150. float3 positionWS : INTERP2;
  151. #if UNITY_ANY_INSTANCING_ENABLED
  152. uint instanceID : CUSTOM_INSTANCE_ID;
  153. #endif
  154. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  155. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  156. #endif
  157. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  158. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  159. #endif
  160. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  161. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  162. #endif
  163. };
  164.  
  165. PackedVaryings PackVaryings(Varyings input)
  166. {
  167. PackedVaryings output;
  168. ZERO_INITIALIZE(PackedVaryings, output);
  169. output.positionCS = input.positionCS;
  170. output.texCoord0.xyzw = input.texCoord0;
  171. output.color.xyzw = input.color;
  172. output.positionWS.xyz = input.positionWS;
  173. #if UNITY_ANY_INSTANCING_ENABLED
  174. output.instanceID = input.instanceID;
  175. #endif
  176. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  177. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  178. #endif
  179. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  180. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  181. #endif
  182. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  183. output.cullFace = input.cullFace;
  184. #endif
  185. return output;
  186. }
  187.  
  188. Varyings UnpackVaryings(PackedVaryings input)
  189. {
  190. Varyings output;
  191. output.positionCS = input.positionCS;
  192. output.texCoord0 = input.texCoord0.xyzw;
  193. output.color = input.color.xyzw;
  194. output.positionWS = input.positionWS.xyz;
  195. #if UNITY_ANY_INSTANCING_ENABLED
  196. output.instanceID = input.instanceID;
  197. #endif
  198. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  199. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  200. #endif
  201. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  202. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  203. #endif
  204. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  205. output.cullFace = input.cullFace;
  206. #endif
  207. return output;
  208. }
  209.  
  210.  
  211. // --------------------------------------------------
  212. // Graph
  213.  
  214. // Graph Properties
  215. CBUFFER_START(UnityPerMaterial)
  216. float4 _MainTex_TexelSize;
  217. float4 _SkinColour;
  218. float4 _EyeColour;
  219. CBUFFER_END
  220.  
  221.  
  222. // Object and Global properties
  223. SAMPLER(SamplerState_Linear_Repeat);
  224. TEXTURE2D(_MainTex);
  225. SAMPLER(sampler_MainTex);
  226.  
  227. // Graph Includes
  228. // GraphIncludes: <None>
  229.  
  230. // -- Property used by ScenePickingPass
  231. #ifdef SCENEPICKINGPASS
  232. float4 _SelectionID;
  233. #endif
  234.  
  235. // -- Properties used by SceneSelectionPass
  236. #ifdef SCENESELECTIONPASS
  237. int _ObjectId;
  238. int _PassValue;
  239. #endif
  240.  
  241. // Graph Functions
  242.  
  243. void Unity_OneMinus_float(float In, out float Out)
  244. {
  245. Out = 1 - In;
  246. }
  247.  
  248. void Unity_Subtract_float4(float4 A, float4 B, out float4 Out)
  249. {
  250. Out = A - B;
  251. }
  252.  
  253. void Unity_ReplaceColor_float(float3 In, float3 From, float3 To, float Range, out float3 Out, float Fuzziness)
  254. {
  255. float Distance = distance(From, In);
  256. Out = lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 1e-5f)));
  257. }
  258.  
  259. void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
  260. {
  261. Out = A * B;
  262. }
  263.  
  264. void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
  265. {
  266. Out = A * B;
  267. }
  268.  
  269. // Custom interpolators pre vertex
  270. /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
  271.  
  272. // Graph Vertex
  273. struct VertexDescription
  274. {
  275. float3 Position;
  276. float3 Normal;
  277. float3 Tangent;
  278. };
  279.  
  280. VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
  281. {
  282. VertexDescription description = (VertexDescription)0;
  283. description.Position = IN.ObjectSpacePosition;
  284. description.Normal = IN.ObjectSpaceNormal;
  285. description.Tangent = IN.ObjectSpaceTangent;
  286. return description;
  287. }
  288.  
  289. // Custom interpolators, pre surface
  290. #ifdef FEATURES_GRAPH_VERTEX
  291. Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
  292. {
  293. return output;
  294. }
  295. #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
  296. #endif
  297.  
  298. // Graph Pixel
  299. struct SurfaceDescription
  300. {
  301. float3 BaseColor;
  302. float Alpha;
  303. float AlphaClipThreshold;
  304. };
  305.  
  306. SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
  307. {
  308. SurfaceDescription surface = (SurfaceDescription)0;
  309. UnityTexture2D _Property_3a6bdbffcef94e7eb854e4c25aff3b13_Out_0 = UnityBuildTexture2DStructNoScale(_MainTex);
  310. #if defined(SHADER_API_GLES) && (SHADER_TARGET < 30)
  311. float4 _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_RGBA_0 = float4(0.0f, 0.0f, 0.0f, 1.0f);
  312. #else
  313. float4 _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_RGBA_0 = SAMPLE_TEXTURE2D_LOD(_Property_3a6bdbffcef94e7eb854e4c25aff3b13_Out_0.tex, _Property_3a6bdbffcef94e7eb854e4c25aff3b13_Out_0.samplerstate, _Property_3a6bdbffcef94e7eb854e4c25aff3b13_Out_0.GetTransformedUV(IN.uv0.xy), 0);
  314. #endif
  315. float _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_R_5 = _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_RGBA_0.r;
  316. float _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_G_6 = _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_RGBA_0.g;
  317. float _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_B_7 = _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_RGBA_0.b;
  318. float _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_A_8 = _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_RGBA_0.a;
  319. float _OneMinus_6f5dac1c4b8349aa893b8e5e82cfa9be_Out_1;
  320. Unity_OneMinus_float(_SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_A_8, _OneMinus_6f5dac1c4b8349aa893b8e5e82cfa9be_Out_1);
  321. float4 _Subtract_78292052830e440e8144fc0481fc9559_Out_2;
  322. Unity_Subtract_float4(_SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_RGBA_0, (_OneMinus_6f5dac1c4b8349aa893b8e5e82cfa9be_Out_1.xxxx), _Subtract_78292052830e440e8144fc0481fc9559_Out_2);
  323. float4 _Property_1e0901a5de6c457faaf171dd3f25c868_Out_0 = _SkinColour;
  324. float3 _ReplaceColor_c28c1da842e6495b83b511e4ea52263a_Out_4;
  325. Unity_ReplaceColor_float((_Subtract_78292052830e440e8144fc0481fc9559_Out_2.xyz), IsGammaSpace() ? float3(0.9529412, 0.7882354, 0.7294118) : SRGBToLinear(float3(0.9529412, 0.7882354, 0.7294118)), (_Property_1e0901a5de6c457faaf171dd3f25c868_Out_0.xyz), 0, _ReplaceColor_c28c1da842e6495b83b511e4ea52263a_Out_4, 0);
  326. float3 _Vector3_ef3f7f9ad0c841a9b4ab635621737b4d_Out_0 = float3(0.9, 0.85, 0.85);
  327. float3 _Multiply_ff964691807b4b7f89144537ba2c88fc_Out_2;
  328. Unity_Multiply_float3_float3((_Property_1e0901a5de6c457faaf171dd3f25c868_Out_0.xyz), _Vector3_ef3f7f9ad0c841a9b4ab635621737b4d_Out_0, _Multiply_ff964691807b4b7f89144537ba2c88fc_Out_2);
  329. float3 _ReplaceColor_884f1e49ce584423a7342b0bc596146d_Out_4;
  330. Unity_ReplaceColor_float(_ReplaceColor_c28c1da842e6495b83b511e4ea52263a_Out_4, IsGammaSpace() ? float3(0.9333334, 0.7176471, 0.6470588) : SRGBToLinear(float3(0.9333334, 0.7176471, 0.6470588)), _Multiply_ff964691807b4b7f89144537ba2c88fc_Out_2, 0, _ReplaceColor_884f1e49ce584423a7342b0bc596146d_Out_4, 0);
  331. float3 _Multiply_5a0d6c55f9de43a68c1dedcff22e904a_Out_2;
  332. Unity_Multiply_float3_float3(_Multiply_ff964691807b4b7f89144537ba2c88fc_Out_2, _Vector3_ef3f7f9ad0c841a9b4ab635621737b4d_Out_0, _Multiply_5a0d6c55f9de43a68c1dedcff22e904a_Out_2);
  333. float3 _ReplaceColor_9df44c2cf3874279b677710f36911a6b_Out_4;
  334. Unity_ReplaceColor_float(_ReplaceColor_884f1e49ce584423a7342b0bc596146d_Out_4, IsGammaSpace() ? float3(0.8941177, 0.6431373, 0.572549) : SRGBToLinear(float3(0.8941177, 0.6431373, 0.572549)), _Multiply_5a0d6c55f9de43a68c1dedcff22e904a_Out_2, 0, _ReplaceColor_9df44c2cf3874279b677710f36911a6b_Out_4, 0);
  335. float3 _Multiply_be46dac033bc41a0a8aa256c22086c2e_Out_2;
  336. Unity_Multiply_float3_float3(_Multiply_5a0d6c55f9de43a68c1dedcff22e904a_Out_2, _Vector3_ef3f7f9ad0c841a9b4ab635621737b4d_Out_0, _Multiply_be46dac033bc41a0a8aa256c22086c2e_Out_2);
  337. float3 _ReplaceColor_9b1a36d99df541cc812c4bcd987f7fbc_Out_4;
  338. Unity_ReplaceColor_float(_ReplaceColor_9df44c2cf3874279b677710f36911a6b_Out_4, IsGammaSpace() ? float3(0.7764707, 0.5137255, 0.4588236) : SRGBToLinear(float3(0.7764707, 0.5137255, 0.4588236)), _Multiply_be46dac033bc41a0a8aa256c22086c2e_Out_2, 0, _ReplaceColor_9b1a36d99df541cc812c4bcd987f7fbc_Out_4, 0);
  339. float3 _Multiply_76ddf994c2a24f01ab989a0d301a72fd_Out_2;
  340. Unity_Multiply_float3_float3(_Multiply_5a0d6c55f9de43a68c1dedcff22e904a_Out_2, float3(0.8, 0.65, 0.65), _Multiply_76ddf994c2a24f01ab989a0d301a72fd_Out_2);
  341. float3 _ReplaceColor_f3726021dff946a39d609bedff1177c6_Out_4;
  342. Unity_ReplaceColor_float(_ReplaceColor_9b1a36d99df541cc812c4bcd987f7fbc_Out_4, IsGammaSpace() ? float3(0.6, 0.3372549, 0.3019608) : SRGBToLinear(float3(0.6, 0.3372549, 0.3019608)), _Multiply_76ddf994c2a24f01ab989a0d301a72fd_Out_2, 0, _ReplaceColor_f3726021dff946a39d609bedff1177c6_Out_4, 0);
  343. float4 _Property_f1671f2332004839b93ed8315fdc8581_Out_0 = _EyeColour;
  344. float3 _ReplaceColor_fabe8afe95444bbf953883ea16797882_Out_4;
  345. Unity_ReplaceColor_float(_ReplaceColor_f3726021dff946a39d609bedff1177c6_Out_4, IsGammaSpace() ? float3(0.2, 0.5490196, 0.1254902) : SRGBToLinear(float3(0.2, 0.5490196, 0.1254902)), (_Property_f1671f2332004839b93ed8315fdc8581_Out_0.xyz), 0, _ReplaceColor_fabe8afe95444bbf953883ea16797882_Out_4, 0);
  346. float4 _Multiply_db96c6f5ce3d468db550f3bb1667efe6_Out_2;
  347. Unity_Multiply_float4_float4(_Property_f1671f2332004839b93ed8315fdc8581_Out_0, float4(0.8, 0.8, 0.8, 2), _Multiply_db96c6f5ce3d468db550f3bb1667efe6_Out_2);
  348. float3 _ReplaceColor_89b4caca5e7e4088ac570cafe9534a58_Out_4;
  349. Unity_ReplaceColor_float(_ReplaceColor_fabe8afe95444bbf953883ea16797882_Out_4, IsGammaSpace() ? float3(0.1882353, 0.5254902, 0.1176471) : SRGBToLinear(float3(0.1882353, 0.5254902, 0.1176471)), (_Multiply_db96c6f5ce3d468db550f3bb1667efe6_Out_2.xyz), 0, _ReplaceColor_89b4caca5e7e4088ac570cafe9534a58_Out_4, 0);
  350. surface.BaseColor = _ReplaceColor_89b4caca5e7e4088ac570cafe9534a58_Out_4;
  351. surface.Alpha = _SampleTexture2DLOD_574e6c6726fb49cc9de61c0ea37bd527_A_8;
  352. surface.AlphaClipThreshold = 0.5;
  353. return surface;
  354. }
  355.  
  356. // --------------------------------------------------
  357. // Build Graph Inputs
  358. #ifdef HAVE_VFX_MODIFICATION
  359. #define VFX_SRP_ATTRIBUTES Attributes
  360. #define VFX_SRP_VARYINGS Varyings
  361. #define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
  362. #endif
  363. VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
  364. {
  365. VertexDescriptionInputs output;
  366. ZERO_INITIALIZE(VertexDescriptionInputs, output);
  367.  
  368. output.ObjectSpaceNormal = input.normalOS;
  369. output.ObjectSpaceTangent = input.tangentOS.xyz;
  370. output.ObjectSpacePosition = input.positionOS;
  371.  
  372. return output;
  373. }
  374. SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
  375. {
  376. SurfaceDescriptionInputs output;
  377. ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
  378.  
  379. #ifdef HAVE_VFX_MODIFICATION
  380. #if VFX_USE_GRAPH_VALUES
  381. uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
  382. /* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
  383. #endif
  384. /* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
  385.  
  386. #endif
  387.  
  388.  
  389.  
  390.  
  391.  
  392.  
  393.  
  394.  
  395. #if UNITY_UV_STARTS_AT_TOP
  396. #else
  397. #endif
  398.  
  399.  
  400. output.uv0 = input.texCoord0;
  401. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  402. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
  403. #else
  404. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  405. #endif
  406. #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  407.  
  408. return output;
  409. }
  410.  
  411. // --------------------------------------------------
  412. // Main
  413.  
  414. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
  415. #include "Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl"
  416.  
  417. // --------------------------------------------------
  418. // Visual Effect Vertex Invocations
  419. #ifdef HAVE_VFX_MODIFICATION
  420. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
  421. #endif
  422.  
  423. ENDHLSL
  424. }
  425. }
  426. }
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