Nikofon

DoomReloadShaderShaderGraphGeneratedCode

Feb 22nd, 2021 (edited)
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  1. Shader "Unlit Master"
  2. {
  3. Properties
  4. {
  5. animTime("AnimationTime", Range(0, 1.5)) = 0.8
  6. [NoScaleOffset]_MainTex("Texture", 2D) = "white" {}
  7. }
  8. SubShader
  9. {
  10. Tags
  11. {
  12. "RenderPipeline"="UniversalPipeline"
  13. "RenderType"="Transparent"
  14. "Queue"="Transparent+0"
  15. }
  16.  
  17. Pass
  18. {
  19. Name "Pass"
  20. Tags
  21. {
  22. // LightMode: <None>
  23. }
  24.  
  25. // Render State
  26. Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
  27. Cull Back
  28. ZTest LEqual
  29. ZWrite Off
  30. // ColorMask: <None>
  31.  
  32.  
  33. HLSLPROGRAM
  34. #pragma vertex vert
  35. #pragma fragment frag
  36.  
  37. // Debug
  38. // <None>
  39.  
  40. // --------------------------------------------------
  41. // Pass
  42.  
  43. // Pragmas
  44. #pragma prefer_hlslcc gles
  45. #pragma exclude_renderers d3d11_9x
  46. #pragma target 2.0
  47. #pragma multi_compile_fog
  48. #pragma multi_compile_instancing
  49.  
  50. // Keywords
  51. #pragma multi_compile _ LIGHTMAP_ON
  52. #pragma multi_compile _ DIRLIGHTMAP_COMBINED
  53. #pragma shader_feature _ _SAMPLE_GI
  54. // GraphKeywords: <None>
  55.  
  56. // Defines
  57. #define _SURFACE_TYPE_TRANSPARENT 1
  58. #define ATTRIBUTES_NEED_NORMAL
  59. #define ATTRIBUTES_NEED_TANGENT
  60. #define ATTRIBUTES_NEED_TEXCOORD0
  61. #define VARYINGS_NEED_TEXCOORD0
  62. #pragma multi_compile_instancing
  63. #define SHADERPASS_UNLIT
  64.  
  65.  
  66. // Includes
  67. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  68. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  69. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  70. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  71. #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
  72.  
  73. // --------------------------------------------------
  74. // Graph
  75.  
  76. // Graph Properties
  77. CBUFFER_START(UnityPerMaterial)
  78. float animTime;
  79. CBUFFER_END
  80. TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize;
  81. SAMPLER(_SampleTexture2D_26349C44_Sampler_3_Linear_Repeat);
  82.  
  83. // Graph Functions
  84.  
  85. void Unity_RandomRange_float(float2 Seed, float Min, float Max, out float Out)
  86. {
  87. float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453);
  88. Out = lerp(Min, Max, randomno);
  89. }
  90.  
  91. void Unity_Add_float(float A, float B, out float Out)
  92. {
  93. Out = A + B;
  94. }
  95.  
  96. void Unity_Clamp_float(float In, float Min, float Max, out float Out)
  97. {
  98. Out = clamp(In, Min, Max);
  99. }
  100.  
  101. void Unity_Multiply_float(float A, float B, out float Out)
  102. {
  103. Out = A * B;
  104. }
  105.  
  106. void Unity_Subtract_float(float A, float B, out float Out)
  107. {
  108. Out = A - B;
  109. }
  110.  
  111. void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
  112. {
  113. RGBA = float4(R, G, B, A);
  114. RGB = float3(R, G, B);
  115. RG = float2(R, G);
  116. }
  117.  
  118. void Unity_Comparison_LessOrEqual_float(float A, float B, out float Out)
  119. {
  120. Out = A <= B ? 1 : 0;
  121. }
  122.  
  123. void Unity_Branch_float(float Predicate, float True, float False, out float Out)
  124. {
  125. Out = Predicate ? True : False;
  126. }
  127.  
  128. void Unity_Comparison_Greater_float(float A, float B, out float Out)
  129. {
  130. Out = A > B ? 1 : 0;
  131. }
  132.  
  133. void Unity_And_float(float A, float B, out float Out)
  134. {
  135. Out = A && B;
  136. }
  137.  
  138. void Unity_Multiply_float(float4 A, float4 B, out float4 Out)
  139. {
  140. Out = A * B;
  141. }
  142.  
  143. void Unity_ColorMask_float(float3 In, float3 MaskColor, float Range, out float Out, float Fuzziness)
  144. {
  145. float Distance = distance(MaskColor, In);
  146. Out = saturate(1 - (Distance - Range) / max(Fuzziness, 1e-5));
  147. }
  148.  
  149. void Unity_InvertColors_float(float In, float InvertColors, out float Out)
  150. {
  151. Out = abs(InvertColors - In);
  152. }
  153.  
  154. // Graph Vertex
  155. // GraphVertex: <None>
  156.  
  157. // Graph Pixel
  158. struct SurfaceDescriptionInputs
  159. {
  160. float4 uv0;
  161. };
  162.  
  163. struct SurfaceDescription
  164. {
  165. float3 Color;
  166. float Alpha;
  167. float AlphaClipThreshold;
  168. };
  169.  
  170. SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
  171. {
  172. SurfaceDescription surface = (SurfaceDescription)0;
  173. float4 _UV_36AAEB0E_Out_0 = IN.uv0;
  174. float _Split_F31CE1F8_R_1 = _UV_36AAEB0E_Out_0[0];
  175. float _Split_F31CE1F8_G_2 = _UV_36AAEB0E_Out_0[1];
  176. float _Split_F31CE1F8_B_3 = _UV_36AAEB0E_Out_0[2];
  177. float _Split_F31CE1F8_A_4 = _UV_36AAEB0E_Out_0[3];
  178. float _Property_8BDE0B03_Out_0 = animTime;
  179. float _RandomRange_9C2534E5_Out_3;
  180. Unity_RandomRange_float(float2 (0, 0), -0.5, 0, _RandomRange_9C2534E5_Out_3);
  181. float _Add_4C057E68_Out_2;
  182. Unity_Add_float(_Property_8BDE0B03_Out_0, _RandomRange_9C2534E5_Out_3, _Add_4C057E68_Out_2);
  183. float _Clamp_51CFA3CE_Out_3;
  184. Unity_Clamp_float(_Add_4C057E68_Out_2, 0, 1, _Clamp_51CFA3CE_Out_3);
  185. float _Multiply_D329C5C6_Out_2;
  186. Unity_Multiply_float(-1, _Clamp_51CFA3CE_Out_3, _Multiply_D329C5C6_Out_2);
  187. float _Subtract_C33C12A3_Out_2;
  188. Unity_Subtract_float(_Split_F31CE1F8_G_2, _Multiply_D329C5C6_Out_2, _Subtract_C33C12A3_Out_2);
  189. float4 _Combine_DEB4E04B_RGBA_4;
  190. float3 _Combine_DEB4E04B_RGB_5;
  191. float2 _Combine_DEB4E04B_RG_6;
  192. Unity_Combine_float(_Split_F31CE1F8_R_1, _Subtract_C33C12A3_Out_2, _Split_F31CE1F8_B_3, _Split_F31CE1F8_A_4, _Combine_DEB4E04B_RGBA_4, _Combine_DEB4E04B_RGB_5, _Combine_DEB4E04B_RG_6);
  193. float4 _SampleTexture2D_26349C44_RGBA_0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (_Combine_DEB4E04B_RGBA_4.xy));
  194. float _SampleTexture2D_26349C44_R_4 = _SampleTexture2D_26349C44_RGBA_0.r;
  195. float _SampleTexture2D_26349C44_G_5 = _SampleTexture2D_26349C44_RGBA_0.g;
  196. float _SampleTexture2D_26349C44_B_6 = _SampleTexture2D_26349C44_RGBA_0.b;
  197. float _SampleTexture2D_26349C44_A_7 = _SampleTexture2D_26349C44_RGBA_0.a;
  198. float _Split_AA89141C_R_1 = _UV_36AAEB0E_Out_0[0];
  199. float _Split_AA89141C_G_2 = _UV_36AAEB0E_Out_0[1];
  200. float _Split_AA89141C_B_3 = _UV_36AAEB0E_Out_0[2];
  201. float _Split_AA89141C_A_4 = _UV_36AAEB0E_Out_0[3];
  202. float _Subtract_186A47BE_Out_2;
  203. Unity_Subtract_float(1, _Clamp_51CFA3CE_Out_3, _Subtract_186A47BE_Out_2);
  204. float _Comparison_954A7788_Out_2;
  205. Unity_Comparison_LessOrEqual_float(_Split_AA89141C_G_2, _Subtract_186A47BE_Out_2, _Comparison_954A7788_Out_2);
  206. float _Branch_DB94612B_Out_3;
  207. Unity_Branch_float(_Comparison_954A7788_Out_2, 1, 0, _Branch_DB94612B_Out_3);
  208. float _Comparison_EFAD7B4D_Out_2;
  209. Unity_Comparison_Greater_float(_Split_AA89141C_R_1, 0, _Comparison_EFAD7B4D_Out_2);
  210. float _Comparison_C6DDD848_Out_2;
  211. Unity_Comparison_LessOrEqual_float(_Split_AA89141C_R_1, 0.1, _Comparison_C6DDD848_Out_2);
  212. float _And_420C90C9_Out_2;
  213. Unity_And_float(_Comparison_EFAD7B4D_Out_2, _Comparison_C6DDD848_Out_2, _And_420C90C9_Out_2);
  214. float _Branch_786C9D10_Out_3;
  215. Unity_Branch_float(_And_420C90C9_Out_2, 1, 0, _Branch_786C9D10_Out_3);
  216. float _Multiply_D9C1EE96_Out_2;
  217. Unity_Multiply_float(_Branch_DB94612B_Out_3, _Branch_786C9D10_Out_3, _Multiply_D9C1EE96_Out_2);
  218. float4 _Multiply_CE3A536C_Out_2;
  219. Unity_Multiply_float(_SampleTexture2D_26349C44_RGBA_0, (_Multiply_D9C1EE96_Out_2.xxxx), _Multiply_CE3A536C_Out_2);
  220. float _ColorMask_8992CA89_Out_3;
  221. Unity_ColorMask_float((_Multiply_CE3A536C_Out_2.xyz), IsGammaSpace() ? float3(0, 0, 0) : SRGBToLinear(float3(0, 0, 0)), 0, _ColorMask_8992CA89_Out_3, 0);
  222. float _InvertColors_AD109FA_Out_1;
  223. float _InvertColors_AD109FA_InvertColors = float (1
  224. ); Unity_InvertColors_float(_ColorMask_8992CA89_Out_3, _InvertColors_AD109FA_InvertColors, _InvertColors_AD109FA_Out_1);
  225. surface.Color = (_Multiply_CE3A536C_Out_2.xyz);
  226. surface.Alpha = _InvertColors_AD109FA_Out_1;
  227. surface.AlphaClipThreshold = 0;
  228. return surface;
  229. }
  230.  
  231. // --------------------------------------------------
  232. // Structs and Packing
  233.  
  234. // Generated Type: Attributes
  235. struct Attributes
  236. {
  237. float3 positionOS : POSITION;
  238. float3 normalOS : NORMAL;
  239. float4 tangentOS : TANGENT;
  240. float4 uv0 : TEXCOORD0;
  241. #if UNITY_ANY_INSTANCING_ENABLED
  242. uint instanceID : INSTANCEID_SEMANTIC;
  243. #endif
  244. };
  245.  
  246. // Generated Type: Varyings
  247. struct Varyings
  248. {
  249. float4 positionCS : SV_POSITION;
  250. float4 texCoord0;
  251. #if UNITY_ANY_INSTANCING_ENABLED
  252. uint instanceID : CUSTOM_INSTANCE_ID;
  253. #endif
  254. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  255. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  256. #endif
  257. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  258. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  259. #endif
  260. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  261. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  262. #endif
  263. };
  264.  
  265. // Generated Type: PackedVaryings
  266. struct PackedVaryings
  267. {
  268. float4 positionCS : SV_POSITION;
  269. #if UNITY_ANY_INSTANCING_ENABLED
  270. uint instanceID : CUSTOM_INSTANCE_ID;
  271. #endif
  272. float4 interp00 : TEXCOORD0;
  273. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  274. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  275. #endif
  276. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  277. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  278. #endif
  279. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  280. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  281. #endif
  282. };
  283.  
  284. // Packed Type: Varyings
  285. PackedVaryings PackVaryings(Varyings input)
  286. {
  287. PackedVaryings output = (PackedVaryings)0;
  288. output.positionCS = input.positionCS;
  289. output.interp00.xyzw = input.texCoord0;
  290. #if UNITY_ANY_INSTANCING_ENABLED
  291. output.instanceID = input.instanceID;
  292. #endif
  293. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  294. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  295. #endif
  296. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  297. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  298. #endif
  299. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  300. output.cullFace = input.cullFace;
  301. #endif
  302. return output;
  303. }
  304.  
  305. // Unpacked Type: Varyings
  306. Varyings UnpackVaryings(PackedVaryings input)
  307. {
  308. Varyings output = (Varyings)0;
  309. output.positionCS = input.positionCS;
  310. output.texCoord0 = input.interp00.xyzw;
  311. #if UNITY_ANY_INSTANCING_ENABLED
  312. output.instanceID = input.instanceID;
  313. #endif
  314. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  315. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  316. #endif
  317. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  318. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  319. #endif
  320. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  321. output.cullFace = input.cullFace;
  322. #endif
  323. return output;
  324. }
  325.  
  326. // --------------------------------------------------
  327. // Build Graph Inputs
  328.  
  329. SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
  330. {
  331. SurfaceDescriptionInputs output;
  332. ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
  333.  
  334.  
  335.  
  336.  
  337.  
  338. output.uv0 = input.texCoord0;
  339. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  340. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
  341. #else
  342. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  343. #endif
  344. #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  345.  
  346. return output;
  347. }
  348.  
  349.  
  350. // --------------------------------------------------
  351. // Main
  352.  
  353. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
  354. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"
  355.  
  356. ENDHLSL
  357. }
  358.  
  359. Pass
  360. {
  361. Name "ShadowCaster"
  362. Tags
  363. {
  364. "LightMode" = "ShadowCaster"
  365. }
  366.  
  367. // Render State
  368. Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
  369. Cull Back
  370. ZTest LEqual
  371. ZWrite On
  372. // ColorMask: <None>
  373.  
  374.  
  375. HLSLPROGRAM
  376. #pragma vertex vert
  377. #pragma fragment frag
  378.  
  379. // Debug
  380. // <None>
  381.  
  382. // --------------------------------------------------
  383. // Pass
  384.  
  385. // Pragmas
  386. #pragma prefer_hlslcc gles
  387. #pragma exclude_renderers d3d11_9x
  388. #pragma target 2.0
  389. #pragma multi_compile_instancing
  390.  
  391. // Keywords
  392. #pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
  393. // GraphKeywords: <None>
  394.  
  395. // Defines
  396. #define _SURFACE_TYPE_TRANSPARENT 1
  397. #define ATTRIBUTES_NEED_NORMAL
  398. #define ATTRIBUTES_NEED_TANGENT
  399. #define ATTRIBUTES_NEED_TEXCOORD0
  400. #define VARYINGS_NEED_TEXCOORD0
  401. #pragma multi_compile_instancing
  402. #define SHADERPASS_SHADOWCASTER
  403.  
  404.  
  405. // Includes
  406. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  407. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  408. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  409. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  410. #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
  411.  
  412. // --------------------------------------------------
  413. // Graph
  414.  
  415. // Graph Properties
  416. CBUFFER_START(UnityPerMaterial)
  417. float animTime;
  418. CBUFFER_END
  419. TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize;
  420. SAMPLER(_SampleTexture2D_26349C44_Sampler_3_Linear_Repeat);
  421.  
  422. // Graph Functions
  423.  
  424. void Unity_RandomRange_float(float2 Seed, float Min, float Max, out float Out)
  425. {
  426. float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453);
  427. Out = lerp(Min, Max, randomno);
  428. }
  429.  
  430. void Unity_Add_float(float A, float B, out float Out)
  431. {
  432. Out = A + B;
  433. }
  434.  
  435. void Unity_Clamp_float(float In, float Min, float Max, out float Out)
  436. {
  437. Out = clamp(In, Min, Max);
  438. }
  439.  
  440. void Unity_Multiply_float(float A, float B, out float Out)
  441. {
  442. Out = A * B;
  443. }
  444.  
  445. void Unity_Subtract_float(float A, float B, out float Out)
  446. {
  447. Out = A - B;
  448. }
  449.  
  450. void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
  451. {
  452. RGBA = float4(R, G, B, A);
  453. RGB = float3(R, G, B);
  454. RG = float2(R, G);
  455. }
  456.  
  457. void Unity_Comparison_LessOrEqual_float(float A, float B, out float Out)
  458. {
  459. Out = A <= B ? 1 : 0;
  460. }
  461.  
  462. void Unity_Branch_float(float Predicate, float True, float False, out float Out)
  463. {
  464. Out = Predicate ? True : False;
  465. }
  466.  
  467. void Unity_Comparison_Greater_float(float A, float B, out float Out)
  468. {
  469. Out = A > B ? 1 : 0;
  470. }
  471.  
  472. void Unity_And_float(float A, float B, out float Out)
  473. {
  474. Out = A && B;
  475. }
  476.  
  477. void Unity_Multiply_float(float4 A, float4 B, out float4 Out)
  478. {
  479. Out = A * B;
  480. }
  481.  
  482. void Unity_ColorMask_float(float3 In, float3 MaskColor, float Range, out float Out, float Fuzziness)
  483. {
  484. float Distance = distance(MaskColor, In);
  485. Out = saturate(1 - (Distance - Range) / max(Fuzziness, 1e-5));
  486. }
  487.  
  488. void Unity_InvertColors_float(float In, float InvertColors, out float Out)
  489. {
  490. Out = abs(InvertColors - In);
  491. }
  492.  
  493. // Graph Vertex
  494. // GraphVertex: <None>
  495.  
  496. // Graph Pixel
  497. struct SurfaceDescriptionInputs
  498. {
  499. float4 uv0;
  500. };
  501.  
  502. struct SurfaceDescription
  503. {
  504. float Alpha;
  505. float AlphaClipThreshold;
  506. };
  507.  
  508. SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
  509. {
  510. SurfaceDescription surface = (SurfaceDescription)0;
  511. float4 _UV_36AAEB0E_Out_0 = IN.uv0;
  512. float _Split_F31CE1F8_R_1 = _UV_36AAEB0E_Out_0[0];
  513. float _Split_F31CE1F8_G_2 = _UV_36AAEB0E_Out_0[1];
  514. float _Split_F31CE1F8_B_3 = _UV_36AAEB0E_Out_0[2];
  515. float _Split_F31CE1F8_A_4 = _UV_36AAEB0E_Out_0[3];
  516. float _Property_8BDE0B03_Out_0 = animTime;
  517. float _RandomRange_9C2534E5_Out_3;
  518. Unity_RandomRange_float(float2 (0, 0), -0.5, 0, _RandomRange_9C2534E5_Out_3);
  519. float _Add_4C057E68_Out_2;
  520. Unity_Add_float(_Property_8BDE0B03_Out_0, _RandomRange_9C2534E5_Out_3, _Add_4C057E68_Out_2);
  521. float _Clamp_51CFA3CE_Out_3;
  522. Unity_Clamp_float(_Add_4C057E68_Out_2, 0, 1, _Clamp_51CFA3CE_Out_3);
  523. float _Multiply_D329C5C6_Out_2;
  524. Unity_Multiply_float(-1, _Clamp_51CFA3CE_Out_3, _Multiply_D329C5C6_Out_2);
  525. float _Subtract_C33C12A3_Out_2;
  526. Unity_Subtract_float(_Split_F31CE1F8_G_2, _Multiply_D329C5C6_Out_2, _Subtract_C33C12A3_Out_2);
  527. float4 _Combine_DEB4E04B_RGBA_4;
  528. float3 _Combine_DEB4E04B_RGB_5;
  529. float2 _Combine_DEB4E04B_RG_6;
  530. Unity_Combine_float(_Split_F31CE1F8_R_1, _Subtract_C33C12A3_Out_2, _Split_F31CE1F8_B_3, _Split_F31CE1F8_A_4, _Combine_DEB4E04B_RGBA_4, _Combine_DEB4E04B_RGB_5, _Combine_DEB4E04B_RG_6);
  531. float4 _SampleTexture2D_26349C44_RGBA_0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (_Combine_DEB4E04B_RGBA_4.xy));
  532. float _SampleTexture2D_26349C44_R_4 = _SampleTexture2D_26349C44_RGBA_0.r;
  533. float _SampleTexture2D_26349C44_G_5 = _SampleTexture2D_26349C44_RGBA_0.g;
  534. float _SampleTexture2D_26349C44_B_6 = _SampleTexture2D_26349C44_RGBA_0.b;
  535. float _SampleTexture2D_26349C44_A_7 = _SampleTexture2D_26349C44_RGBA_0.a;
  536. float _Split_AA89141C_R_1 = _UV_36AAEB0E_Out_0[0];
  537. float _Split_AA89141C_G_2 = _UV_36AAEB0E_Out_0[1];
  538. float _Split_AA89141C_B_3 = _UV_36AAEB0E_Out_0[2];
  539. float _Split_AA89141C_A_4 = _UV_36AAEB0E_Out_0[3];
  540. float _Subtract_186A47BE_Out_2;
  541. Unity_Subtract_float(1, _Clamp_51CFA3CE_Out_3, _Subtract_186A47BE_Out_2);
  542. float _Comparison_954A7788_Out_2;
  543. Unity_Comparison_LessOrEqual_float(_Split_AA89141C_G_2, _Subtract_186A47BE_Out_2, _Comparison_954A7788_Out_2);
  544. float _Branch_DB94612B_Out_3;
  545. Unity_Branch_float(_Comparison_954A7788_Out_2, 1, 0, _Branch_DB94612B_Out_3);
  546. float _Comparison_EFAD7B4D_Out_2;
  547. Unity_Comparison_Greater_float(_Split_AA89141C_R_1, 0, _Comparison_EFAD7B4D_Out_2);
  548. float _Comparison_C6DDD848_Out_2;
  549. Unity_Comparison_LessOrEqual_float(_Split_AA89141C_R_1, 0.1, _Comparison_C6DDD848_Out_2);
  550. float _And_420C90C9_Out_2;
  551. Unity_And_float(_Comparison_EFAD7B4D_Out_2, _Comparison_C6DDD848_Out_2, _And_420C90C9_Out_2);
  552. float _Branch_786C9D10_Out_3;
  553. Unity_Branch_float(_And_420C90C9_Out_2, 1, 0, _Branch_786C9D10_Out_3);
  554. float _Multiply_D9C1EE96_Out_2;
  555. Unity_Multiply_float(_Branch_DB94612B_Out_3, _Branch_786C9D10_Out_3, _Multiply_D9C1EE96_Out_2);
  556. float4 _Multiply_CE3A536C_Out_2;
  557. Unity_Multiply_float(_SampleTexture2D_26349C44_RGBA_0, (_Multiply_D9C1EE96_Out_2.xxxx), _Multiply_CE3A536C_Out_2);
  558. float _ColorMask_8992CA89_Out_3;
  559. Unity_ColorMask_float((_Multiply_CE3A536C_Out_2.xyz), IsGammaSpace() ? float3(0, 0, 0) : SRGBToLinear(float3(0, 0, 0)), 0, _ColorMask_8992CA89_Out_3, 0);
  560. float _InvertColors_AD109FA_Out_1;
  561. float _InvertColors_AD109FA_InvertColors = float (1
  562. ); Unity_InvertColors_float(_ColorMask_8992CA89_Out_3, _InvertColors_AD109FA_InvertColors, _InvertColors_AD109FA_Out_1);
  563. surface.Alpha = _InvertColors_AD109FA_Out_1;
  564. surface.AlphaClipThreshold = 0;
  565. return surface;
  566. }
  567.  
  568. // --------------------------------------------------
  569. // Structs and Packing
  570.  
  571. // Generated Type: Attributes
  572. struct Attributes
  573. {
  574. float3 positionOS : POSITION;
  575. float3 normalOS : NORMAL;
  576. float4 tangentOS : TANGENT;
  577. float4 uv0 : TEXCOORD0;
  578. #if UNITY_ANY_INSTANCING_ENABLED
  579. uint instanceID : INSTANCEID_SEMANTIC;
  580. #endif
  581. };
  582.  
  583. // Generated Type: Varyings
  584. struct Varyings
  585. {
  586. float4 positionCS : SV_POSITION;
  587. float4 texCoord0;
  588. #if UNITY_ANY_INSTANCING_ENABLED
  589. uint instanceID : CUSTOM_INSTANCE_ID;
  590. #endif
  591. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  592. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  593. #endif
  594. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  595. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  596. #endif
  597. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  598. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  599. #endif
  600. };
  601.  
  602. // Generated Type: PackedVaryings
  603. struct PackedVaryings
  604. {
  605. float4 positionCS : SV_POSITION;
  606. #if UNITY_ANY_INSTANCING_ENABLED
  607. uint instanceID : CUSTOM_INSTANCE_ID;
  608. #endif
  609. float4 interp00 : TEXCOORD0;
  610. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  611. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  612. #endif
  613. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  614. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  615. #endif
  616. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  617. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  618. #endif
  619. };
  620.  
  621. // Packed Type: Varyings
  622. PackedVaryings PackVaryings(Varyings input)
  623. {
  624. PackedVaryings output = (PackedVaryings)0;
  625. output.positionCS = input.positionCS;
  626. output.interp00.xyzw = input.texCoord0;
  627. #if UNITY_ANY_INSTANCING_ENABLED
  628. output.instanceID = input.instanceID;
  629. #endif
  630. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  631. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  632. #endif
  633. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  634. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  635. #endif
  636. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  637. output.cullFace = input.cullFace;
  638. #endif
  639. return output;
  640. }
  641.  
  642. // Unpacked Type: Varyings
  643. Varyings UnpackVaryings(PackedVaryings input)
  644. {
  645. Varyings output = (Varyings)0;
  646. output.positionCS = input.positionCS;
  647. output.texCoord0 = input.interp00.xyzw;
  648. #if UNITY_ANY_INSTANCING_ENABLED
  649. output.instanceID = input.instanceID;
  650. #endif
  651. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  652. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  653. #endif
  654. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  655. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  656. #endif
  657. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  658. output.cullFace = input.cullFace;
  659. #endif
  660. return output;
  661. }
  662.  
  663. // --------------------------------------------------
  664. // Build Graph Inputs
  665.  
  666. SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
  667. {
  668. SurfaceDescriptionInputs output;
  669. ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
  670.  
  671.  
  672.  
  673.  
  674.  
  675. output.uv0 = input.texCoord0;
  676. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  677. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
  678. #else
  679. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  680. #endif
  681. #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  682.  
  683. return output;
  684. }
  685.  
  686.  
  687. // --------------------------------------------------
  688. // Main
  689.  
  690. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
  691. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
  692.  
  693. ENDHLSL
  694. }
  695.  
  696. Pass
  697. {
  698. Name "DepthOnly"
  699. Tags
  700. {
  701. "LightMode" = "DepthOnly"
  702. }
  703.  
  704. // Render State
  705. Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
  706. Cull Back
  707. ZTest LEqual
  708. ZWrite On
  709. ColorMask 0
  710.  
  711.  
  712. HLSLPROGRAM
  713. #pragma vertex vert
  714. #pragma fragment frag
  715.  
  716. // Debug
  717. // <None>
  718.  
  719. // --------------------------------------------------
  720. // Pass
  721.  
  722. // Pragmas
  723. #pragma prefer_hlslcc gles
  724. #pragma exclude_renderers d3d11_9x
  725. #pragma target 2.0
  726. #pragma multi_compile_instancing
  727.  
  728. // Keywords
  729. // PassKeywords: <None>
  730. // GraphKeywords: <None>
  731.  
  732. // Defines
  733. #define _SURFACE_TYPE_TRANSPARENT 1
  734. #define ATTRIBUTES_NEED_NORMAL
  735. #define ATTRIBUTES_NEED_TANGENT
  736. #define ATTRIBUTES_NEED_TEXCOORD0
  737. #define VARYINGS_NEED_TEXCOORD0
  738. #pragma multi_compile_instancing
  739. #define SHADERPASS_DEPTHONLY
  740.  
  741.  
  742. // Includes
  743. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  744. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  745. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  746. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  747. #include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
  748.  
  749. // --------------------------------------------------
  750. // Graph
  751.  
  752. // Graph Properties
  753. CBUFFER_START(UnityPerMaterial)
  754. float animTime;
  755. CBUFFER_END
  756. TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize;
  757. SAMPLER(_SampleTexture2D_26349C44_Sampler_3_Linear_Repeat);
  758.  
  759. // Graph Functions
  760.  
  761. void Unity_RandomRange_float(float2 Seed, float Min, float Max, out float Out)
  762. {
  763. float randomno = frac(sin(dot(Seed, float2(12.9898, 78.233)))*43758.5453);
  764. Out = lerp(Min, Max, randomno);
  765. }
  766.  
  767. void Unity_Add_float(float A, float B, out float Out)
  768. {
  769. Out = A + B;
  770. }
  771.  
  772. void Unity_Clamp_float(float In, float Min, float Max, out float Out)
  773. {
  774. Out = clamp(In, Min, Max);
  775. }
  776.  
  777. void Unity_Multiply_float(float A, float B, out float Out)
  778. {
  779. Out = A * B;
  780. }
  781.  
  782. void Unity_Subtract_float(float A, float B, out float Out)
  783. {
  784. Out = A - B;
  785. }
  786.  
  787. void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
  788. {
  789. RGBA = float4(R, G, B, A);
  790. RGB = float3(R, G, B);
  791. RG = float2(R, G);
  792. }
  793.  
  794. void Unity_Comparison_LessOrEqual_float(float A, float B, out float Out)
  795. {
  796. Out = A <= B ? 1 : 0;
  797. }
  798.  
  799. void Unity_Branch_float(float Predicate, float True, float False, out float Out)
  800. {
  801. Out = Predicate ? True : False;
  802. }
  803.  
  804. void Unity_Comparison_Greater_float(float A, float B, out float Out)
  805. {
  806. Out = A > B ? 1 : 0;
  807. }
  808.  
  809. void Unity_And_float(float A, float B, out float Out)
  810. {
  811. Out = A && B;
  812. }
  813.  
  814. void Unity_Multiply_float(float4 A, float4 B, out float4 Out)
  815. {
  816. Out = A * B;
  817. }
  818.  
  819. void Unity_ColorMask_float(float3 In, float3 MaskColor, float Range, out float Out, float Fuzziness)
  820. {
  821. float Distance = distance(MaskColor, In);
  822. Out = saturate(1 - (Distance - Range) / max(Fuzziness, 1e-5));
  823. }
  824.  
  825. void Unity_InvertColors_float(float In, float InvertColors, out float Out)
  826. {
  827. Out = abs(InvertColors - In);
  828. }
  829.  
  830. // Graph Vertex
  831. // GraphVertex: <None>
  832.  
  833. // Graph Pixel
  834. struct SurfaceDescriptionInputs
  835. {
  836. float4 uv0;
  837. };
  838.  
  839. struct SurfaceDescription
  840. {
  841. float Alpha;
  842. float AlphaClipThreshold;
  843. };
  844.  
  845. SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
  846. {
  847. SurfaceDescription surface = (SurfaceDescription)0;
  848. float4 _UV_36AAEB0E_Out_0 = IN.uv0;
  849. float _Split_F31CE1F8_R_1 = _UV_36AAEB0E_Out_0[0];
  850. float _Split_F31CE1F8_G_2 = _UV_36AAEB0E_Out_0[1];
  851. float _Split_F31CE1F8_B_3 = _UV_36AAEB0E_Out_0[2];
  852. float _Split_F31CE1F8_A_4 = _UV_36AAEB0E_Out_0[3];
  853. float _Property_8BDE0B03_Out_0 = animTime;
  854. float _RandomRange_9C2534E5_Out_3;
  855. Unity_RandomRange_float(float2 (0, 0), -0.5, 0, _RandomRange_9C2534E5_Out_3);
  856. float _Add_4C057E68_Out_2;
  857. Unity_Add_float(_Property_8BDE0B03_Out_0, _RandomRange_9C2534E5_Out_3, _Add_4C057E68_Out_2);
  858. float _Clamp_51CFA3CE_Out_3;
  859. Unity_Clamp_float(_Add_4C057E68_Out_2, 0, 1, _Clamp_51CFA3CE_Out_3);
  860. float _Multiply_D329C5C6_Out_2;
  861. Unity_Multiply_float(-1, _Clamp_51CFA3CE_Out_3, _Multiply_D329C5C6_Out_2);
  862. float _Subtract_C33C12A3_Out_2;
  863. Unity_Subtract_float(_Split_F31CE1F8_G_2, _Multiply_D329C5C6_Out_2, _Subtract_C33C12A3_Out_2);
  864. float4 _Combine_DEB4E04B_RGBA_4;
  865. float3 _Combine_DEB4E04B_RGB_5;
  866. float2 _Combine_DEB4E04B_RG_6;
  867. Unity_Combine_float(_Split_F31CE1F8_R_1, _Subtract_C33C12A3_Out_2, _Split_F31CE1F8_B_3, _Split_F31CE1F8_A_4, _Combine_DEB4E04B_RGBA_4, _Combine_DEB4E04B_RGB_5, _Combine_DEB4E04B_RG_6);
  868. float4 _SampleTexture2D_26349C44_RGBA_0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, (_Combine_DEB4E04B_RGBA_4.xy));
  869. float _SampleTexture2D_26349C44_R_4 = _SampleTexture2D_26349C44_RGBA_0.r;
  870. float _SampleTexture2D_26349C44_G_5 = _SampleTexture2D_26349C44_RGBA_0.g;
  871. float _SampleTexture2D_26349C44_B_6 = _SampleTexture2D_26349C44_RGBA_0.b;
  872. float _SampleTexture2D_26349C44_A_7 = _SampleTexture2D_26349C44_RGBA_0.a;
  873. float _Split_AA89141C_R_1 = _UV_36AAEB0E_Out_0[0];
  874. float _Split_AA89141C_G_2 = _UV_36AAEB0E_Out_0[1];
  875. float _Split_AA89141C_B_3 = _UV_36AAEB0E_Out_0[2];
  876. float _Split_AA89141C_A_4 = _UV_36AAEB0E_Out_0[3];
  877. float _Subtract_186A47BE_Out_2;
  878. Unity_Subtract_float(1, _Clamp_51CFA3CE_Out_3, _Subtract_186A47BE_Out_2);
  879. float _Comparison_954A7788_Out_2;
  880. Unity_Comparison_LessOrEqual_float(_Split_AA89141C_G_2, _Subtract_186A47BE_Out_2, _Comparison_954A7788_Out_2);
  881. float _Branch_DB94612B_Out_3;
  882. Unity_Branch_float(_Comparison_954A7788_Out_2, 1, 0, _Branch_DB94612B_Out_3);
  883. float _Comparison_EFAD7B4D_Out_2;
  884. Unity_Comparison_Greater_float(_Split_AA89141C_R_1, 0, _Comparison_EFAD7B4D_Out_2);
  885. float _Comparison_C6DDD848_Out_2;
  886. Unity_Comparison_LessOrEqual_float(_Split_AA89141C_R_1, 0.1, _Comparison_C6DDD848_Out_2);
  887. float _And_420C90C9_Out_2;
  888. Unity_And_float(_Comparison_EFAD7B4D_Out_2, _Comparison_C6DDD848_Out_2, _And_420C90C9_Out_2);
  889. float _Branch_786C9D10_Out_3;
  890. Unity_Branch_float(_And_420C90C9_Out_2, 1, 0, _Branch_786C9D10_Out_3);
  891. float _Multiply_D9C1EE96_Out_2;
  892. Unity_Multiply_float(_Branch_DB94612B_Out_3, _Branch_786C9D10_Out_3, _Multiply_D9C1EE96_Out_2);
  893. float4 _Multiply_CE3A536C_Out_2;
  894. Unity_Multiply_float(_SampleTexture2D_26349C44_RGBA_0, (_Multiply_D9C1EE96_Out_2.xxxx), _Multiply_CE3A536C_Out_2);
  895. float _ColorMask_8992CA89_Out_3;
  896. Unity_ColorMask_float((_Multiply_CE3A536C_Out_2.xyz), IsGammaSpace() ? float3(0, 0, 0) : SRGBToLinear(float3(0, 0, 0)), 0, _ColorMask_8992CA89_Out_3, 0);
  897. float _InvertColors_AD109FA_Out_1;
  898. float _InvertColors_AD109FA_InvertColors = float (1
  899. ); Unity_InvertColors_float(_ColorMask_8992CA89_Out_3, _InvertColors_AD109FA_InvertColors, _InvertColors_AD109FA_Out_1);
  900. surface.Alpha = _InvertColors_AD109FA_Out_1;
  901. surface.AlphaClipThreshold = 0;
  902. return surface;
  903. }
  904.  
  905. // --------------------------------------------------
  906. // Structs and Packing
  907.  
  908. // Generated Type: Attributes
  909. struct Attributes
  910. {
  911. float3 positionOS : POSITION;
  912. float3 normalOS : NORMAL;
  913. float4 tangentOS : TANGENT;
  914. float4 uv0 : TEXCOORD0;
  915. #if UNITY_ANY_INSTANCING_ENABLED
  916. uint instanceID : INSTANCEID_SEMANTIC;
  917. #endif
  918. };
  919.  
  920. // Generated Type: Varyings
  921. struct Varyings
  922. {
  923. float4 positionCS : SV_POSITION;
  924. float4 texCoord0;
  925. #if UNITY_ANY_INSTANCING_ENABLED
  926. uint instanceID : CUSTOM_INSTANCE_ID;
  927. #endif
  928. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  929. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  930. #endif
  931. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  932. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  933. #endif
  934. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  935. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  936. #endif
  937. };
  938.  
  939. // Generated Type: PackedVaryings
  940. struct PackedVaryings
  941. {
  942. float4 positionCS : SV_POSITION;
  943. #if UNITY_ANY_INSTANCING_ENABLED
  944. uint instanceID : CUSTOM_INSTANCE_ID;
  945. #endif
  946. float4 interp00 : TEXCOORD0;
  947. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  948. uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
  949. #endif
  950. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  951. uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
  952. #endif
  953. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  954. FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
  955. #endif
  956. };
  957.  
  958. // Packed Type: Varyings
  959. PackedVaryings PackVaryings(Varyings input)
  960. {
  961. PackedVaryings output = (PackedVaryings)0;
  962. output.positionCS = input.positionCS;
  963. output.interp00.xyzw = input.texCoord0;
  964. #if UNITY_ANY_INSTANCING_ENABLED
  965. output.instanceID = input.instanceID;
  966. #endif
  967. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  968. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  969. #endif
  970. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  971. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  972. #endif
  973. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  974. output.cullFace = input.cullFace;
  975. #endif
  976. return output;
  977. }
  978.  
  979. // Unpacked Type: Varyings
  980. Varyings UnpackVaryings(PackedVaryings input)
  981. {
  982. Varyings output = (Varyings)0;
  983. output.positionCS = input.positionCS;
  984. output.texCoord0 = input.interp00.xyzw;
  985. #if UNITY_ANY_INSTANCING_ENABLED
  986. output.instanceID = input.instanceID;
  987. #endif
  988. #if (defined(UNITY_STEREO_INSTANCING_ENABLED))
  989. output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
  990. #endif
  991. #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
  992. output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0;
  993. #endif
  994. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  995. output.cullFace = input.cullFace;
  996. #endif
  997. return output;
  998. }
  999.  
  1000. // --------------------------------------------------
  1001. // Build Graph Inputs
  1002.  
  1003. SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
  1004. {
  1005. SurfaceDescriptionInputs output;
  1006. ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
  1007.  
  1008.  
  1009.  
  1010.  
  1011.  
  1012. output.uv0 = input.texCoord0;
  1013. #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
  1014. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
  1015. #else
  1016. #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  1017. #endif
  1018. #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
  1019.  
  1020. return output;
  1021. }
  1022.  
  1023.  
  1024. // --------------------------------------------------
  1025. // Main
  1026.  
  1027. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
  1028. #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
  1029.  
  1030. ENDHLSL
  1031. }
  1032.  
  1033. }
  1034. FallBack "Hidden/Shader Graph/FallbackError"
  1035. }
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