Files
RoomAwareVR/Assets/Fragilem17/Portals for VR/Shaders/PortalSurfaceLiteOffsetAlwaysOnTop.shader
T
2025-05-26 00:46:28 +02:00

2364 lines
99 KiB
GLSL

Shader "MirrorsAndPortals/Portals/PortalSurfaceLiteOffsetAlwaysOnTop"
{
Properties
{
[NoScaleOffset]_TexLeft("TexLeft", 2D) = "white" {}
[NoScaleOffset]_TexRight("TexRight", 2D) = "white" {}
_FadeColorBlend("FadeColorBlend", Range(0, 1)) = 0.5
_FadeColor("FadeColor", Color) = (0, 0, 0, 0)
_ForceEye("ForceEye", Float) = 0
[NoScaleOffset]_Albedo("Albedo", 2D) = "black" {}
_Tiling_And_Offset("Tiling And Offset", Vector) = (1, 1, 0, 0)
_WorldPos("WorldPos", Vector) = (0, 0, 0, 0)
_WorldDir("WorldDir", Vector) = (0, 0, 0, 0)
_AlbedoAlpha("AlbedoAlpha", Float) = 1
[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"="Transparent+1"
}
Pass
{
Name "Pass"
Tags
{
// LightMode: <None>
}
// Render State
Cull Back
Blend One Zero
ZTest Always
ZWrite On
Offset -2, -20
// 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 ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#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;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
#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
{
float3 WorldSpacePosition;
float4 ScreenPosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : TEXCOORD0;
float4 interp1 : TEXCOORD1;
#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.xyz = input.positionWS;
output.interp1.xyzw = input.texCoord0;
#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.positionWS = input.interp0.xyz;
output.texCoord0 = input.interp1.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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// Graph Functions
void Unity_Add_float4(float4 A, float4 B, out float4 Out)
{
Out = A + B;
}
// 255e639040c6bb2061ca2408d67d7635
#include "Portals.cginc"
struct Bindings_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9
{
float4 ScreenPosition;
};
void SG_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9(UnityTexture2D _TexLeft, UnityTexture2D _TexRight, float4 _Refraction, float _forceEye, float3 _WorldPos, float3 _WorldDir, Bindings_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9 IN, out float4 OutVector4_1)
{
float3 _Property_3f18fdd46ed3485c90ab19298ef606bc_Out_0 = _WorldPos;
float3 _Property_078afe0f7f9a4e73bfe84a72b61fc4cd_Out_0 = _WorldDir;
float _Property_a2dcc460915f4aed92182b2970604a1c_Out_0 = _forceEye;
UnityTexture2D _Property_d51b4d0cdff9481b9b30040e3e1f3f8e_Out_0 = _TexLeft;
float4 _ScreenPosition_0b3693ff18304999ad49929ba001a472_Out_0 = float4(IN.ScreenPosition.xy / IN.ScreenPosition.w, 0, 0);
float4 _Property_95f0a530694f445e9e23a654a1cc59a2_Out_0 = _Refraction;
float4 _Add_492f996ce7114910b49197cd0ffe8d44_Out_2;
Unity_Add_float4(_ScreenPosition_0b3693ff18304999ad49929ba001a472_Out_0, _Property_95f0a530694f445e9e23a654a1cc59a2_Out_0, _Add_492f996ce7114910b49197cd0ffe8d44_Out_2);
float4 _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0 = SAMPLE_TEXTURE2D(_Property_d51b4d0cdff9481b9b30040e3e1f3f8e_Out_0.tex, _Property_d51b4d0cdff9481b9b30040e3e1f3f8e_Out_0.samplerstate, (_Add_492f996ce7114910b49197cd0ffe8d44_Out_2.xy));
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_R_4 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.r;
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_G_5 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.g;
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_B_6 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.b;
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_A_7 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.a;
UnityTexture2D _Property_5a071538bd554f2bb7a2c35f85c767ce_Out_0 = _TexRight;
float4 _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0 = SAMPLE_TEXTURE2D(_Property_5a071538bd554f2bb7a2c35f85c767ce_Out_0.tex, _Property_5a071538bd554f2bb7a2c35f85c767ce_Out_0.samplerstate, (_Add_492f996ce7114910b49197cd0ffe8d44_Out_2.xy));
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_R_4 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.r;
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_G_5 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.g;
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_B_6 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.b;
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_A_7 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.a;
float4 _StereoSwitchCustomFunction_6ffdc56b4825463383d177158eaeb08f_Out_2;
StereoSwitch_float(_Property_3f18fdd46ed3485c90ab19298ef606bc_Out_0, _Property_078afe0f7f9a4e73bfe84a72b61fc4cd_Out_0, _Property_a2dcc460915f4aed92182b2970604a1c_Out_0, _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0, _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0, _StereoSwitchCustomFunction_6ffdc56b4825463383d177158eaeb08f_Out_2);
OutVector4_1 = _StereoSwitchCustomFunction_6ffdc56b4825463383d177158eaeb08f_Out_2;
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Multiply_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_Multiply_float(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Add_float3(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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_7f3d837528d24751b7b071e7ac0b5f21_Out_0 = UnityBuildTexture2DStructNoScale(_TexLeft);
UnityTexture2D _Property_9a857fdb2beb4a67886619f7a20af47b_Out_0 = UnityBuildTexture2DStructNoScale(_TexRight);
float _Property_3cdb1b2fff1444de90c3e51f01cc8429_Out_0 = _ForceEye;
float3 _Property_1962ca602a2b4b35b0d454369072f11c_Out_0 = _WorldPos;
float3 _Property_6ea94f52669f4e6c9faa49a143a6de40_Out_0 = _WorldDir;
Bindings_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9 _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94;
_StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94.ScreenPosition = IN.ScreenPosition;
float4 _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94_OutVector4_1;
SG_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9(_Property_7f3d837528d24751b7b071e7ac0b5f21_Out_0, _Property_9a857fdb2beb4a67886619f7a20af47b_Out_0, float4 (0, 0, 0, 0), _Property_3cdb1b2fff1444de90c3e51f01cc8429_Out_0, _Property_1962ca602a2b4b35b0d454369072f11c_Out_0, _Property_6ea94f52669f4e6c9faa49a143a6de40_Out_0, _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94, _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94_OutVector4_1);
float4 _Property_a5c21ec46f054211a9ccaab6b701e369_Out_0 = _FadeColor;
float _Property_3ddbcb00b09048aeb62c78457ac26139_Out_0 = _FadeColorBlend;
float4 _Lerp_b3d0d9df545a46cb8c47a6a66e220ab3_Out_3;
Unity_Lerp_float4(_StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94_OutVector4_1, _Property_a5c21ec46f054211a9ccaab6b701e369_Out_0, (_Property_3ddbcb00b09048aeb62c78457ac26139_Out_0.xxxx), _Lerp_b3d0d9df545a46cb8c47a6a66e220ab3_Out_3);
UnityTexture2D _Property_24b441e394bf4ff284322a1d7f8440e2_Out_0 = UnityBuildTexture2DStructNoScale(_Albedo);
float4 _Property_16394dc42fe44fc983815185527be332_Out_0 = _Tiling_And_Offset;
float _Split_d12c63adac454b34a140e1b71795383b_R_1 = _Property_16394dc42fe44fc983815185527be332_Out_0[0];
float _Split_d12c63adac454b34a140e1b71795383b_G_2 = _Property_16394dc42fe44fc983815185527be332_Out_0[1];
float _Split_d12c63adac454b34a140e1b71795383b_B_3 = _Property_16394dc42fe44fc983815185527be332_Out_0[2];
float _Split_d12c63adac454b34a140e1b71795383b_A_4 = _Property_16394dc42fe44fc983815185527be332_Out_0[3];
float2 _Vector2_11aa2d79b1bb45209ef0d6e82e44f804_Out_0 = float2(_Split_d12c63adac454b34a140e1b71795383b_R_1, _Split_d12c63adac454b34a140e1b71795383b_G_2);
float2 _Vector2_af44ab06068744bea085c5591a7658c7_Out_0 = float2(_Split_d12c63adac454b34a140e1b71795383b_B_3, _Split_d12c63adac454b34a140e1b71795383b_A_4);
float2 _TilingAndOffset_bcba97dd069a4811af54ff5802c16f45_Out_3;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_11aa2d79b1bb45209ef0d6e82e44f804_Out_0, _Vector2_af44ab06068744bea085c5591a7658c7_Out_0, _TilingAndOffset_bcba97dd069a4811af54ff5802c16f45_Out_3);
float4 _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0 = SAMPLE_TEXTURE2D(_Property_24b441e394bf4ff284322a1d7f8440e2_Out_0.tex, _Property_24b441e394bf4ff284322a1d7f8440e2_Out_0.samplerstate, _TilingAndOffset_bcba97dd069a4811af54ff5802c16f45_Out_3);
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_R_4 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.r;
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_G_5 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.g;
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_B_6 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.b;
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_A_7 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.a;
float _Property_226aae0c28ae42828714119776c5a196_Out_0 = _AlbedoAlpha;
float _Multiply_14a632e843dd4d0eaba4f7bc053ef236_Out_2;
Unity_Multiply_float(_SampleTexture2D_310c2bd158664483b6b5f947792764b5_A_7, _Property_226aae0c28ae42828714119776c5a196_Out_0, _Multiply_14a632e843dd4d0eaba4f7bc053ef236_Out_2);
float _Subtract_ecc00282058445ec9837882de5fce50e_Out_2;
Unity_Subtract_float(_Property_226aae0c28ae42828714119776c5a196_Out_0, 1, _Subtract_ecc00282058445ec9837882de5fce50e_Out_2);
float _Clamp_549959b467a74bdb94c8f32501295681_Out_3;
Unity_Clamp_float(_Subtract_ecc00282058445ec9837882de5fce50e_Out_2, 0, 1, _Clamp_549959b467a74bdb94c8f32501295681_Out_3);
float _Add_79356ef9f23c465d99778bf345f7efb8_Out_2;
Unity_Add_float(_Multiply_14a632e843dd4d0eaba4f7bc053ef236_Out_2, _Clamp_549959b467a74bdb94c8f32501295681_Out_3, _Add_79356ef9f23c465d99778bf345f7efb8_Out_2);
float _Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3;
Unity_Clamp_float(_Add_79356ef9f23c465d99778bf345f7efb8_Out_2, 0, 1, _Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3);
float _OneMinus_b991c26203d04e349e763f17c2cda40e_Out_1;
Unity_OneMinus_float(_Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3, _OneMinus_b991c26203d04e349e763f17c2cda40e_Out_1);
float4 _Multiply_ba024f116c794c5f8410e7772f90721e_Out_2;
Unity_Multiply_float(_Lerp_b3d0d9df545a46cb8c47a6a66e220ab3_Out_3, (_OneMinus_b991c26203d04e349e763f17c2cda40e_Out_1.xxxx), _Multiply_ba024f116c794c5f8410e7772f90721e_Out_2);
float4 _Combine_7dcc774a66124aaf99cffa14397e2f35_RGBA_4;
float3 _Combine_7dcc774a66124aaf99cffa14397e2f35_RGB_5;
float2 _Combine_7dcc774a66124aaf99cffa14397e2f35_RG_6;
Unity_Combine_float(_SampleTexture2D_310c2bd158664483b6b5f947792764b5_R_4, _SampleTexture2D_310c2bd158664483b6b5f947792764b5_G_5, _SampleTexture2D_310c2bd158664483b6b5f947792764b5_B_6, 1, _Combine_7dcc774a66124aaf99cffa14397e2f35_RGBA_4, _Combine_7dcc774a66124aaf99cffa14397e2f35_RGB_5, _Combine_7dcc774a66124aaf99cffa14397e2f35_RG_6);
float3 _Multiply_5a65d16ff89040daa9644c2529b30f46_Out_2;
Unity_Multiply_float(_Combine_7dcc774a66124aaf99cffa14397e2f35_RGB_5, (_Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3.xxx), _Multiply_5a65d16ff89040daa9644c2529b30f46_Out_2);
float3 _Add_5abe626d8bff498c8aaa6541e8c6974f_Out_2;
Unity_Add_float3((_Multiply_ba024f116c794c5f8410e7772f90721e_Out_2.xyz), _Multiply_5a65d16ff89040daa9644c2529b30f46_Out_2, _Add_5abe626d8bff498c8aaa6541e8c6974f_Out_2);
surface.BaseColor = _Add_5abe626d8bff498c8aaa6541e8c6974f_Out_2;
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.WorldSpacePosition = input.positionWS;
output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
output.uv0 = input.texCoord0;
#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 Always
ZWrite On
Offset -2, -20
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 ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#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;
float3 normalWS;
#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;
float3 interp0 : TEXCOORD0;
#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.xyz = input.normalWS;
#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.normalWS = input.interp0.xyz;
#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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// 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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
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 Always
ZWrite On
Offset -2, -20
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 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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// 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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
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
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
Blend One Zero
ZTest Always
ZWrite On
Offset -2, -20
// 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 ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
/* 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 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
#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;
float3 interp0 : TEXCOORD0;
float4 interp1 : TEXCOORD1;
#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.xyz = input.normalWS;
output.interp1.xyzw = input.tangentWS;
#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.normalWS = input.interp0.xyz;
output.tangentWS = input.interp1.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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// 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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
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/DepthNormalsOnlyPass.hlsl"
ENDHLSL
}
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"UniversalMaterialType" = "Unlit"
"Queue"="Transparent+1"
}
Pass
{
Name "Pass"
Tags
{
// LightMode: <None>
}
// Render State
Cull Back
Blend One Zero
ZTest Always
ZWrite On
Offset -2, -20
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#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 ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#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;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 positionWS;
float4 texCoord0;
#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
{
float3 WorldSpacePosition;
float4 ScreenPosition;
float4 uv0;
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
float3 interp0 : TEXCOORD0;
float4 interp1 : TEXCOORD1;
#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.xyz = input.positionWS;
output.interp1.xyzw = input.texCoord0;
#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.positionWS = input.interp0.xyz;
output.texCoord0 = input.interp1.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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// Graph Functions
void Unity_Add_float4(float4 A, float4 B, out float4 Out)
{
Out = A + B;
}
// 255e639040c6bb2061ca2408d67d7635
#include "Portals.cginc"
struct Bindings_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9
{
float4 ScreenPosition;
};
void SG_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9(UnityTexture2D _TexLeft, UnityTexture2D _TexRight, float4 _Refraction, float _forceEye, float3 _WorldPos, float3 _WorldDir, Bindings_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9 IN, out float4 OutVector4_1)
{
float3 _Property_3f18fdd46ed3485c90ab19298ef606bc_Out_0 = _WorldPos;
float3 _Property_078afe0f7f9a4e73bfe84a72b61fc4cd_Out_0 = _WorldDir;
float _Property_a2dcc460915f4aed92182b2970604a1c_Out_0 = _forceEye;
UnityTexture2D _Property_d51b4d0cdff9481b9b30040e3e1f3f8e_Out_0 = _TexLeft;
float4 _ScreenPosition_0b3693ff18304999ad49929ba001a472_Out_0 = float4(IN.ScreenPosition.xy / IN.ScreenPosition.w, 0, 0);
float4 _Property_95f0a530694f445e9e23a654a1cc59a2_Out_0 = _Refraction;
float4 _Add_492f996ce7114910b49197cd0ffe8d44_Out_2;
Unity_Add_float4(_ScreenPosition_0b3693ff18304999ad49929ba001a472_Out_0, _Property_95f0a530694f445e9e23a654a1cc59a2_Out_0, _Add_492f996ce7114910b49197cd0ffe8d44_Out_2);
float4 _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0 = SAMPLE_TEXTURE2D(_Property_d51b4d0cdff9481b9b30040e3e1f3f8e_Out_0.tex, _Property_d51b4d0cdff9481b9b30040e3e1f3f8e_Out_0.samplerstate, (_Add_492f996ce7114910b49197cd0ffe8d44_Out_2.xy));
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_R_4 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.r;
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_G_5 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.g;
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_B_6 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.b;
float _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_A_7 = _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0.a;
UnityTexture2D _Property_5a071538bd554f2bb7a2c35f85c767ce_Out_0 = _TexRight;
float4 _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0 = SAMPLE_TEXTURE2D(_Property_5a071538bd554f2bb7a2c35f85c767ce_Out_0.tex, _Property_5a071538bd554f2bb7a2c35f85c767ce_Out_0.samplerstate, (_Add_492f996ce7114910b49197cd0ffe8d44_Out_2.xy));
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_R_4 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.r;
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_G_5 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.g;
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_B_6 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.b;
float _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_A_7 = _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0.a;
float4 _StereoSwitchCustomFunction_6ffdc56b4825463383d177158eaeb08f_Out_2;
StereoSwitch_float(_Property_3f18fdd46ed3485c90ab19298ef606bc_Out_0, _Property_078afe0f7f9a4e73bfe84a72b61fc4cd_Out_0, _Property_a2dcc460915f4aed92182b2970604a1c_Out_0, _SampleTexture2D_1ba32d2f195d47cf948d350453a70776_RGBA_0, _SampleTexture2D_f3fba58045cc40a9b07a1b9525ca7459_RGBA_0, _StereoSwitchCustomFunction_6ffdc56b4825463383d177158eaeb08f_Out_2);
OutVector4_1 = _StereoSwitchCustomFunction_6ffdc56b4825463383d177158eaeb08f_Out_2;
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Multiply_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_Multiply_float(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Multiply_float(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Add_float3(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;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_7f3d837528d24751b7b071e7ac0b5f21_Out_0 = UnityBuildTexture2DStructNoScale(_TexLeft);
UnityTexture2D _Property_9a857fdb2beb4a67886619f7a20af47b_Out_0 = UnityBuildTexture2DStructNoScale(_TexRight);
float _Property_3cdb1b2fff1444de90c3e51f01cc8429_Out_0 = _ForceEye;
float3 _Property_1962ca602a2b4b35b0d454369072f11c_Out_0 = _WorldPos;
float3 _Property_6ea94f52669f4e6c9faa49a143a6de40_Out_0 = _WorldDir;
Bindings_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9 _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94;
_StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94.ScreenPosition = IN.ScreenPosition;
float4 _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94_OutVector4_1;
SG_StereoTexturesInScreenPosPortals_36ec4452c207dc54baee14adb72d8de9(_Property_7f3d837528d24751b7b071e7ac0b5f21_Out_0, _Property_9a857fdb2beb4a67886619f7a20af47b_Out_0, float4 (0, 0, 0, 0), _Property_3cdb1b2fff1444de90c3e51f01cc8429_Out_0, _Property_1962ca602a2b4b35b0d454369072f11c_Out_0, _Property_6ea94f52669f4e6c9faa49a143a6de40_Out_0, _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94, _StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94_OutVector4_1);
float4 _Property_a5c21ec46f054211a9ccaab6b701e369_Out_0 = _FadeColor;
float _Property_3ddbcb00b09048aeb62c78457ac26139_Out_0 = _FadeColorBlend;
float4 _Lerp_b3d0d9df545a46cb8c47a6a66e220ab3_Out_3;
Unity_Lerp_float4(_StereoTexturesInScreenPosPortals_3995f2cfd1b8453b953abce0d1e1bf94_OutVector4_1, _Property_a5c21ec46f054211a9ccaab6b701e369_Out_0, (_Property_3ddbcb00b09048aeb62c78457ac26139_Out_0.xxxx), _Lerp_b3d0d9df545a46cb8c47a6a66e220ab3_Out_3);
UnityTexture2D _Property_24b441e394bf4ff284322a1d7f8440e2_Out_0 = UnityBuildTexture2DStructNoScale(_Albedo);
float4 _Property_16394dc42fe44fc983815185527be332_Out_0 = _Tiling_And_Offset;
float _Split_d12c63adac454b34a140e1b71795383b_R_1 = _Property_16394dc42fe44fc983815185527be332_Out_0[0];
float _Split_d12c63adac454b34a140e1b71795383b_G_2 = _Property_16394dc42fe44fc983815185527be332_Out_0[1];
float _Split_d12c63adac454b34a140e1b71795383b_B_3 = _Property_16394dc42fe44fc983815185527be332_Out_0[2];
float _Split_d12c63adac454b34a140e1b71795383b_A_4 = _Property_16394dc42fe44fc983815185527be332_Out_0[3];
float2 _Vector2_11aa2d79b1bb45209ef0d6e82e44f804_Out_0 = float2(_Split_d12c63adac454b34a140e1b71795383b_R_1, _Split_d12c63adac454b34a140e1b71795383b_G_2);
float2 _Vector2_af44ab06068744bea085c5591a7658c7_Out_0 = float2(_Split_d12c63adac454b34a140e1b71795383b_B_3, _Split_d12c63adac454b34a140e1b71795383b_A_4);
float2 _TilingAndOffset_bcba97dd069a4811af54ff5802c16f45_Out_3;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_11aa2d79b1bb45209ef0d6e82e44f804_Out_0, _Vector2_af44ab06068744bea085c5591a7658c7_Out_0, _TilingAndOffset_bcba97dd069a4811af54ff5802c16f45_Out_3);
float4 _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0 = SAMPLE_TEXTURE2D(_Property_24b441e394bf4ff284322a1d7f8440e2_Out_0.tex, _Property_24b441e394bf4ff284322a1d7f8440e2_Out_0.samplerstate, _TilingAndOffset_bcba97dd069a4811af54ff5802c16f45_Out_3);
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_R_4 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.r;
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_G_5 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.g;
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_B_6 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.b;
float _SampleTexture2D_310c2bd158664483b6b5f947792764b5_A_7 = _SampleTexture2D_310c2bd158664483b6b5f947792764b5_RGBA_0.a;
float _Property_226aae0c28ae42828714119776c5a196_Out_0 = _AlbedoAlpha;
float _Multiply_14a632e843dd4d0eaba4f7bc053ef236_Out_2;
Unity_Multiply_float(_SampleTexture2D_310c2bd158664483b6b5f947792764b5_A_7, _Property_226aae0c28ae42828714119776c5a196_Out_0, _Multiply_14a632e843dd4d0eaba4f7bc053ef236_Out_2);
float _Subtract_ecc00282058445ec9837882de5fce50e_Out_2;
Unity_Subtract_float(_Property_226aae0c28ae42828714119776c5a196_Out_0, 1, _Subtract_ecc00282058445ec9837882de5fce50e_Out_2);
float _Clamp_549959b467a74bdb94c8f32501295681_Out_3;
Unity_Clamp_float(_Subtract_ecc00282058445ec9837882de5fce50e_Out_2, 0, 1, _Clamp_549959b467a74bdb94c8f32501295681_Out_3);
float _Add_79356ef9f23c465d99778bf345f7efb8_Out_2;
Unity_Add_float(_Multiply_14a632e843dd4d0eaba4f7bc053ef236_Out_2, _Clamp_549959b467a74bdb94c8f32501295681_Out_3, _Add_79356ef9f23c465d99778bf345f7efb8_Out_2);
float _Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3;
Unity_Clamp_float(_Add_79356ef9f23c465d99778bf345f7efb8_Out_2, 0, 1, _Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3);
float _OneMinus_b991c26203d04e349e763f17c2cda40e_Out_1;
Unity_OneMinus_float(_Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3, _OneMinus_b991c26203d04e349e763f17c2cda40e_Out_1);
float4 _Multiply_ba024f116c794c5f8410e7772f90721e_Out_2;
Unity_Multiply_float(_Lerp_b3d0d9df545a46cb8c47a6a66e220ab3_Out_3, (_OneMinus_b991c26203d04e349e763f17c2cda40e_Out_1.xxxx), _Multiply_ba024f116c794c5f8410e7772f90721e_Out_2);
float4 _Combine_7dcc774a66124aaf99cffa14397e2f35_RGBA_4;
float3 _Combine_7dcc774a66124aaf99cffa14397e2f35_RGB_5;
float2 _Combine_7dcc774a66124aaf99cffa14397e2f35_RG_6;
Unity_Combine_float(_SampleTexture2D_310c2bd158664483b6b5f947792764b5_R_4, _SampleTexture2D_310c2bd158664483b6b5f947792764b5_G_5, _SampleTexture2D_310c2bd158664483b6b5f947792764b5_B_6, 1, _Combine_7dcc774a66124aaf99cffa14397e2f35_RGBA_4, _Combine_7dcc774a66124aaf99cffa14397e2f35_RGB_5, _Combine_7dcc774a66124aaf99cffa14397e2f35_RG_6);
float3 _Multiply_5a65d16ff89040daa9644c2529b30f46_Out_2;
Unity_Multiply_float(_Combine_7dcc774a66124aaf99cffa14397e2f35_RGB_5, (_Clamp_85beb48bb5d849bfa573be2c6f6161ca_Out_3.xxx), _Multiply_5a65d16ff89040daa9644c2529b30f46_Out_2);
float3 _Add_5abe626d8bff498c8aaa6541e8c6974f_Out_2;
Unity_Add_float3((_Multiply_ba024f116c794c5f8410e7772f90721e_Out_2.xyz), _Multiply_5a65d16ff89040daa9644c2529b30f46_Out_2, _Add_5abe626d8bff498c8aaa6541e8c6974f_Out_2);
surface.BaseColor = _Add_5abe626d8bff498c8aaa6541e8c6974f_Out_2;
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.WorldSpacePosition = input.positionWS;
output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
output.uv0 = input.texCoord0;
#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 Always
ZWrite On
Offset -2, -20
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#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;
float3 normalWS;
#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;
float3 interp0 : TEXCOORD0;
#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.xyz = input.normalWS;
#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.normalWS = input.interp0.xyz;
#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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// 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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
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 Always
ZWrite On
Offset -2, -20
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// 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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
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
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
Blend One Zero
ZTest Always
ZWrite On
Offset -2, -20
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma only_renderers gles gles3 glcore d3d11
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD1
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
/* 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 uv1 : TEXCOORD1;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
#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;
float3 interp0 : TEXCOORD0;
float4 interp1 : TEXCOORD1;
#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.xyz = input.normalWS;
output.interp1.xyzw = input.tangentWS;
#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.normalWS = input.interp0.xyz;
output.tangentWS = input.interp1.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 _TexLeft_TexelSize;
float4 _TexRight_TexelSize;
float _FadeColorBlend;
float4 _FadeColor;
float _ForceEye;
float4 _Albedo_TexelSize;
float4 _Tiling_And_Offset;
float3 _WorldPos;
float3 _WorldDir;
float _AlbedoAlpha;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_TexLeft);
SAMPLER(sampler_TexLeft);
TEXTURE2D(_TexRight);
SAMPLER(sampler_TexRight);
TEXTURE2D(_Albedo);
SAMPLER(sampler_Albedo);
// 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
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
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/DepthNormalsOnlyPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/Shader Graph/FallbackError"
}