unity_native_render_plugin/Assets/Scenes/Garden/Shaders/GravelsPixelDepthOffset_Shader.shader

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2024-11-01 16:55:46 +08:00
Shader "Shader Graphs/Gravels_PixelDepthOffset_Shader"
{
Properties
{
[NoScaleOffset] _BaseMap("BaseMap", 2D) = "white" {}
[NoScaleOffset]_NormalMap("NormalMap", 2D) = "white" {}
[NoScaleOffset]_HeightMap("HeightMap", 2D) = "white" {}
[NoScaleOffset]_M_AO_SmoothnessMap("M_AO_SmoothnessMap", 2D) = "white" {}
_NormalStrength("NormalStrength", Float) = 0
_AOStrength("AOStrength", Float) = 0
_TextureScale("TextureScale", Float) = 0
[Toggle(_PARALLAX)]_PARALLAX("Parallax", Float) = 0
_ParallaxAmplitude("ParallaxAmplitude", Float) = 2.5
_ParallaxSteps("ParallaxSteps", Float) = 3
_ParallaxLOD("ParallaxLOD", Float) = 0
_ParallaxLODThreshold("ParallaxLODThreshold", Float) = 0
[HideInInspector]_QueueOffset("_QueueOffset", Float) = 0
[HideInInspector]_QueueControl("_QueueControl", 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" = "Lit"
"Queue" = "Geometry"
"ShaderGraphShader" = "true"
"ShaderGraphTargetId" = "UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _FORWARD_PLUS
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD2
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_POSITION_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_NORMAL_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TANGENT_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_SHADOW_COORD
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_FORWARD
#define _FOG_FRAGMENT 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv1 : TEXCOORD1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv2 : TEXCOORD2;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentWS;
#endif
#if defined(LIGHTMAP_ON)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 staticLightmapUV;
#endif
#endif
#if defined(DYNAMICLIGHTMAP_ON)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 dynamicLightmapUV;
#endif
#endif
#if !defined(LIGHTMAP_ON)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 sh;
#endif
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 fogFactorAndVertexLight;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 shadowCoord;
#endif
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceBiTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpacePosition;
#endif
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
linear noperspective centroid float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp0 : INTERP0;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp1 : INTERP1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp2 : INTERP2;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 interp3 : INTERP3;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 interp4 : INTERP4;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp5 : INTERP5;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp6 : INTERP6;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp7 : INTERP7;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
#if defined(LIGHTMAP_ON)
output.interp3.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp4.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp5.xyz = input.sh;
#endif
output.interp6.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp7.xyzw = input.shadowCoord;
#endif
#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.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp3.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp4.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp5.xyz;
#endif
output.fogFactorAndVertexLight = input.interp6.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp7.xyzw;
#endif
#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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
struct PerPixelHeightDisplacementParam
{
float2 uv;
};
float3 GetDisplacementObjectScale_float()
{
float3 objectScale = float3(1.0, 1.0, 1.0);
float4x4 worldTransform = GetWorldToObjectMatrix();
objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22));
return objectScale;
}
// Required struct and function for the ParallaxOcclusionMapping function:
float ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param, TEXTURE2D_PARAM(heightTexture, heightSampler))
{
return SAMPLE_TEXTURE2D_LOD(heightTexture, heightSampler, param.uv + texOffsetCurrent, lod)[0];
}
#define ComputePerPixelHeightDisplacement ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3
#define POM_NAME_ID ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float
#define POM_USER_DATA_PARAMETERS , TEXTURE2D_PARAM(heightTexture, samplerState)
#define POM_USER_DATA_ARGUMENTS , TEXTURE2D_ARGS(heightTexture, samplerState)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl"
#undef ComputePerPixelHeightDisplacement
#undef POM_NAME_ID
#undef POM_USER_DATA_PARAMETERS
#undef POM_USER_DATA_ARGUMENTS
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float DepthOffset;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0 = UnityBuildTexture2DStructNoScale(_HeightMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_34ae852606aa456da62721e7b3551266_Out_0 = _ParallaxAmplitude;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_f332b51593bd40da96cf2008daba83bd_Out_0 = _ParallaxSteps;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1 = IN.WorldSpacePosition.xz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2;
Unity_Multiply_float2_float2(_Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1, float2(-1, -1), _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_3f60dffb796f4c4983fdc65d72109eba_Out_0 = _TextureScale;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
Unity_Multiply_float2_float2(_Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2, (_Property_3f60dffb796f4c4983fdc65d72109eba_Out_0.xx), _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_b40967aecd8a44539f17591fc9186718_Out_0 = _ParallaxLOD;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0 = _ParallaxLODThreshold;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir = IN.TangentSpaceViewDirection * GetDisplacementObjectScale_float().xzy;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight = _Property_34ae852606aa456da62721e7b3551266_Out_0 * 0.01; // cm in the interface so we multiply by 0.01 in the shader to convert in meter
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight *= 2.0 / (abs(float2 (1, 1).x) + abs(float2 (1, 1).y)); // reduce height based on the tiling values
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight * float2 (1, 1) / float2 (1, 1);
// Transform the view vector into the UV space.
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV = normalize(float3(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.xy * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z)); // TODO: skip normalize
PerPixelHeightDisplacementParam ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM;
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2 * float2 (1, 1) + float2 (0, 0);
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM.uv = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs);
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight;
float2 _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1 = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs) + ParallaxOcclusionMappingParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float(_Property_b40967aecd8a44539f17591fc9186718_Out_0, _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0, max(min(_Property_f332b51593bd40da96cf2008daba83bd_Out_0, 256), 1), ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight, TEXTURE2D_ARGS(_Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate));
float _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0 = (ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight - ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight) / max(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV, 0.0001);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#if defined(_PARALLAX)
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1;
#else
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
#endif
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.tex, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.samplerstate, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_R_4 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.r;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_G_5 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.g;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_B_6 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.b;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_A_7 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.a;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_55f3a773f01447ad977f60bcc8169e99_Out_0 = UnityBuildTexture2DStructNoScale(_NormalMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0 = SAMPLE_TEXTURE2D(_Property_55f3a773f01447ad977f60bcc8169e99_Out_0.tex, _Property_55f3a773f01447ad977f60bcc8169e99_Out_0.samplerstate, _Property_55f3a773f01447ad977f60bcc8169e99_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0);
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_R_4 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.r;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_G_5 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.g;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_B_6 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.b;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_A_7 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.a;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_1abbba8fecc94ab4b0924b92ab2e75da_Out_0 = _NormalStrength;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.xyz), _Property_1abbba8fecc94ab4b0924b92ab2e75da_Out_0, _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_620bb953514847259e21e459cf67885a_Out_0 = UnityBuildTexture2DStructNoScale(_M_AO_SmoothnessMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0 = SAMPLE_TEXTURE2D(_Property_620bb953514847259e21e459cf67885a_Out_0.tex, _Property_620bb953514847259e21e459cf67885a_Out_0.samplerstate, _Property_620bb953514847259e21e459cf67885a_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_R_4 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.r;
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_G_5 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.g;
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_A_7 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.b;
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_B_6 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.a;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_856b95c978744be98d319d9f47c5304e_Out_0 = _AOStrength;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Lerp_1a8023b0ee7e4bb3878fa1af10029d39_Out_3;
Unity_Lerp_float(1, _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_G_5, _Property_856b95c978744be98d319d9f47c5304e_Out_0, _Lerp_1a8023b0ee7e4bb3878fa1af10029d39_Out_3);
#endif
surface.BaseColor = (_SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.xyz);
surface.NormalTS = _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2;
surface.Emission = float3(0, 0, 0);
surface.Metallic = 0;
surface.Smoothness = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_B_6;
surface.Occlusion = _Lerp_1a8023b0ee7e4bb3878fa1af10029d39_Out_3;
surface.DepthOffset = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 unnormalizedNormalWS = input.normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// use bitangent on the fly like in hdrp
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 bitang = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// to pr eserve mikktspace compliance we use same scale renormFactor as was used on the normal.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// This is explained in section 2.2 in "surface gradient based bump mapping framework"
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceTangent = renormFactor * input.tangentWS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceBiTangent = renormFactor * bitang;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent, output.WorldSpaceBiTangent, output.WorldSpaceNormal);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpacePosition = input.positionWS;
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl"
void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData)
{
inputData = (InputData)0;
float3 posWS = input.positionWS;
#if defined(_PARALLAX)
float3 V = GetWorldSpaceNormalizeViewDir(posWS);
posWS += surfaceDescription.DepthOffset * (-normalize(V)) * 3.5f;
#endif
inputData.positionWS = posWS;
#ifdef _NORMALMAP
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld);
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = surfaceDescription.NormalWS;
#endif
#else
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#else
inputData.vertexSH = input.sh;
#endif
#endif
}
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
output = BuildVaryings(input);
PackedVaryings packedOutput = (PackedVaryings)0;
packedOutput = PackVaryings(output);
return packedOutput;
}
void frag(
PackedVaryings packedInput
, out half4 outColor : SV_Target0
, out float outDepth : SV_DepthLessEqual
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#if defined(_SURFACE_TYPE_TRANSPARENT)
bool isTransparent = true;
#else
bool isTransparent = false;
#endif
#if defined(_ALPHATEST_ON)
half alpha = AlphaDiscard(surfaceDescription.Alpha, surfaceDescription.AlphaClipThreshold);
#elif defined(_SURFACE_TYPE_TRANSPARENT)
half alpha = surfaceDescription.Alpha;
#else
half alpha = half(1.0);
#endif
#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
LODFadeCrossFade(unpacked.positionCS);
#endif
InputData inputData;
InitializeInputData(unpacked, surfaceDescription, inputData);
// TODO: Mip debug modes would require this, open question how to do this on ShaderGraph.
//SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.texCoord1.xy, _MainTex);
#ifdef _SPECULAR_SETUP
float3 specular = surfaceDescription.Specular;
float metallic = 1;
#else
float3 specular = 0;
float metallic = surfaceDescription.Metallic;
#endif
half3 normalTS = half3(0, 0, 0);
#if defined(_NORMALMAP) && defined(_NORMAL_DROPOFF_TS)
normalTS = surfaceDescription.NormalTS;
#endif
SurfaceData surface;
surface.albedo = surfaceDescription.BaseColor;
surface.metallic = saturate(metallic);
surface.specular = specular;
surface.smoothness = saturate(surfaceDescription.Smoothness),
surface.occlusion = surfaceDescription.Occlusion,
surface.emission = surfaceDescription.Emission,
surface.alpha = saturate(alpha);
surface.normalTS = normalTS;
surface.clearCoatMask = 0;
surface.clearCoatSmoothness = 1;
#ifdef _CLEARCOAT
surface.clearCoatMask = saturate(surfaceDescription.CoatMask);
surface.clearCoatSmoothness = saturate(surfaceDescription.CoatSmoothness);
#endif
surface.albedo = AlphaModulate(surface.albedo, surface.alpha);
#ifdef _DBUFFER
ApplyDecalToSurfaceData(unpacked.positionCS, surface, inputData);
#endif
half4 color = UniversalFragmentPBR(inputData, surface);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, isTransparent);
outColor = color;
float depth = ComputeNormalizedDeviceCoordinatesWithZ(inputData.positionWS, GetWorldToHClipMatrix()).z;
outDepth = depth;
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags
{
"LightMode" = "UniversalGBuffer"
}
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile_fog
#pragma instancing_options renderinglayer
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD2
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_POSITION_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_NORMAL_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TANGENT_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_SHADOW_COORD
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_GBUFFER
#define _FOG_FRAGMENT 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv1 : TEXCOORD1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv2 : TEXCOORD2;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentWS;
#endif
#if defined(LIGHTMAP_ON)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 staticLightmapUV;
#endif
#endif
#if defined(DYNAMICLIGHTMAP_ON)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 dynamicLightmapUV;
#endif
#endif
#if !defined(LIGHTMAP_ON)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 sh;
#endif
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 fogFactorAndVertexLight;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 shadowCoord;
#endif
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceBiTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpacePosition;
#endif
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
linear noperspective centroid float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp0 : INTERP0;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp1 : INTERP1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp2 : INTERP2;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 interp3 : INTERP3;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 interp4 : INTERP4;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp5 : INTERP5;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp6 : INTERP6;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp7 : INTERP7;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
#if defined(LIGHTMAP_ON)
output.interp3.xy = input.staticLightmapUV;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.interp4.xy = input.dynamicLightmapUV;
#endif
#if !defined(LIGHTMAP_ON)
output.interp5.xyz = input.sh;
#endif
output.interp6.xyzw = input.fogFactorAndVertexLight;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.interp7.xyzw = input.shadowCoord;
#endif
#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.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
#if defined(LIGHTMAP_ON)
output.staticLightmapUV = input.interp3.xy;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV = input.interp4.xy;
#endif
#if !defined(LIGHTMAP_ON)
output.sh = input.interp5.xyz;
#endif
output.fogFactorAndVertexLight = input.interp6.xyzw;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.interp7.xyzw;
#endif
#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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
struct PerPixelHeightDisplacementParam
{
float2 uv;
};
float3 GetDisplacementObjectScale_float()
{
float3 objectScale = float3(1.0, 1.0, 1.0);
float4x4 worldTransform = GetWorldToObjectMatrix();
objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22));
return objectScale;
}
// Required struct and function for the ParallaxOcclusionMapping function:
float ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param, TEXTURE2D_PARAM(heightTexture, heightSampler))
{
return SAMPLE_TEXTURE2D_LOD(heightTexture, heightSampler, param.uv + texOffsetCurrent, lod)[0];
}
#define ComputePerPixelHeightDisplacement ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3
#define POM_NAME_ID ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float
#define POM_USER_DATA_PARAMETERS , TEXTURE2D_PARAM(heightTexture, samplerState)
#define POM_USER_DATA_ARGUMENTS , TEXTURE2D_ARGS(heightTexture, samplerState)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl"
#undef ComputePerPixelHeightDisplacement
#undef POM_NAME_ID
#undef POM_USER_DATA_PARAMETERS
#undef POM_USER_DATA_ARGUMENTS
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 NormalTS;
float3 Emission;
float Metallic;
float Smoothness;
float Occlusion;
float DepthOffset;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0 = UnityBuildTexture2DStructNoScale(_HeightMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_34ae852606aa456da62721e7b3551266_Out_0 = _ParallaxAmplitude;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_f332b51593bd40da96cf2008daba83bd_Out_0 = _ParallaxSteps;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1 = IN.WorldSpacePosition.xz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2;
Unity_Multiply_float2_float2(_Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1, float2(-1, -1), _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_3f60dffb796f4c4983fdc65d72109eba_Out_0 = _TextureScale;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
Unity_Multiply_float2_float2(_Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2, (_Property_3f60dffb796f4c4983fdc65d72109eba_Out_0.xx), _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_b40967aecd8a44539f17591fc9186718_Out_0 = _ParallaxLOD;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0 = _ParallaxLODThreshold;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir = IN.TangentSpaceViewDirection * GetDisplacementObjectScale_float().xzy;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight = _Property_34ae852606aa456da62721e7b3551266_Out_0 * 0.01; // cm in the interface so we multiply by 0.01 in the shader to convert in meter
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight *= 2.0 / (abs(float2 (1, 1).x) + abs(float2 (1, 1).y)); // reduce height based on the tiling values
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight * float2 (1, 1) / float2 (1, 1);
// Transform the view vector into the UV space.
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV = normalize(float3(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.xy * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z)); // TODO: skip normalize
PerPixelHeightDisplacementParam ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM;
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2 * float2 (1, 1) + float2 (0, 0);
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM.uv = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs);
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight;
float2 _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1 = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs) + ParallaxOcclusionMappingParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float(_Property_b40967aecd8a44539f17591fc9186718_Out_0, _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0, max(min(_Property_f332b51593bd40da96cf2008daba83bd_Out_0, 256), 1), ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight, TEXTURE2D_ARGS(_Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate));
float _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0 = (ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight - ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight) / max(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV, 0.0001);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#if defined(_PARALLAX)
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1;
#else
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
#endif
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.tex, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.samplerstate, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_R_4 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.r;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_G_5 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.g;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_B_6 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.b;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_A_7 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.a;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_55f3a773f01447ad977f60bcc8169e99_Out_0 = UnityBuildTexture2DStructNoScale(_NormalMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0 = SAMPLE_TEXTURE2D(_Property_55f3a773f01447ad977f60bcc8169e99_Out_0.tex, _Property_55f3a773f01447ad977f60bcc8169e99_Out_0.samplerstate, _Property_55f3a773f01447ad977f60bcc8169e99_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0);
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_R_4 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.r;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_G_5 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.g;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_B_6 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.b;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_A_7 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.a;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_1abbba8fecc94ab4b0924b92ab2e75da_Out_0 = _NormalStrength;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.xyz), _Property_1abbba8fecc94ab4b0924b92ab2e75da_Out_0, _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_620bb953514847259e21e459cf67885a_Out_0 = UnityBuildTexture2DStructNoScale(_M_AO_SmoothnessMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0 = SAMPLE_TEXTURE2D(_Property_620bb953514847259e21e459cf67885a_Out_0.tex, _Property_620bb953514847259e21e459cf67885a_Out_0.samplerstate, _Property_620bb953514847259e21e459cf67885a_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_R_4 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.r;
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_G_5 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.g;
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_B_6 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.b;
float _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_A_7 = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_RGBA_0.a;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_856b95c978744be98d319d9f47c5304e_Out_0 = _AOStrength;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Lerp_1a8023b0ee7e4bb3878fa1af10029d39_Out_3;
Unity_Lerp_float(1, _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_G_5, _Property_856b95c978744be98d319d9f47c5304e_Out_0, _Lerp_1a8023b0ee7e4bb3878fa1af10029d39_Out_3);
#endif
surface.BaseColor = (_SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.xyz);
surface.NormalTS = _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2;
surface.Emission = float3(0, 0, 0);
surface.Metallic = 0;
surface.Smoothness = _SampleTexture2D_6c4aaacb9c8c4dd781ca51dbed546bc8_B_6;
surface.Occlusion = _Lerp_1a8023b0ee7e4bb3878fa1af10029d39_Out_3;
surface.DepthOffset = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 unnormalizedNormalWS = input.normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// use bitangent on the fly like in hdrp
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 bitang = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// to pr eserve mikktspace compliance we use same scale renormFactor as was used on the normal.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// This is explained in section 2.2 in "surface gradient based bump mapping framework"
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceTangent = renormFactor * input.tangentWS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceBiTangent = renormFactor * bitang;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent, output.WorldSpaceBiTangent, output.WorldSpaceNormal);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpacePosition = input.positionWS;
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData)
{
inputData = (InputData)0;
float3 posWS = input.positionWS;
#if defined(_PARALLAX)
float3 V = GetWorldSpaceNormalizeViewDir(posWS);
posWS += surfaceDescription.DepthOffset * (-normalize(V)) * 3.5f;
#endif
inputData.positionWS = posWS;
inputData.positionCS = input.positionCS;
#ifdef _NORMALMAP
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld);
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = surfaceDescription.NormalWS;
#endif
#else
inputData.normalWS = input.normalWS;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = input.staticLightmapUV;
#else
inputData.vertexSH = input.sh;
#endif
#endif
}
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
output = BuildVaryings(input);
PackedVaryings packedOutput = (PackedVaryings)0;
packedOutput = PackVaryings(output);
return packedOutput;
}
FragmentOutput frag(PackedVaryings packedInput, out float outDepth : SV_DepthLessEqual)
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#if _ALPHATEST_ON
half alpha = surfaceDescription.Alpha;
clip(alpha - surfaceDescription.AlphaClipThreshold);
#elif _SURFACE_TYPE_TRANSPARENT
half alpha = surfaceDescription.Alpha;
#else
half alpha = 1;
#endif
#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
LODFadeCrossFade(unpacked.positionCS);
#endif
InputData inputData;
InitializeInputData(unpacked, surfaceDescription, inputData);
// ADD PIXELDEPTHPOSITION
// TODO: Mip debug modes would require this, open question how to do this on ShaderGraph.
//SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.uv, _MainTex);
#ifdef _SPECULAR_SETUP
float3 specular = surfaceDescription.Specular;
float metallic = 1;
#else
float3 specular = 0;
float metallic = surfaceDescription.Metallic;
#endif
#ifdef _DBUFFER
ApplyDecal(unpacked.positionCS,
surfaceDescription.BaseColor,
specular,
inputData.normalWS,
metallic,
surfaceDescription.Occlusion,
surfaceDescription.Smoothness);
#endif
// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
BRDFData brdfData;
InitializeBRDFData(surfaceDescription.BaseColor, metallic, specular, surfaceDescription.Smoothness, alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceDescription.Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
float depth = ComputeNormalizedDeviceCoordinatesWithZ(inputData.positionWS, GetWorldToHClipMatrix()).z;
outDepth = depth;
return BRDFDataToGbuffer(brdfData, inputData, surfaceDescription.Smoothness, surfaceDescription.Emission + color, surfaceDescription.Occlusion);
}
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask 0
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_NORMAL_WS
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_SHADOWCASTER
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalWS;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp0 : INTERP0;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
ColorMask R
// 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
// Keywords
// PassKeywords: <None>
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags
{
"LightMode" = "DepthNormals"
}
// Render State
Cull Back
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_POSITION_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_NORMAL_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TANGENT_WS
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHNORMALS
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv1 : TEXCOORD1;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentWS;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceBiTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpacePosition;
#endif
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp0 : INTERP0;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp1 : INTERP1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp2 : INTERP2;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.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.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
struct PerPixelHeightDisplacementParam
{
float2 uv;
};
float3 GetDisplacementObjectScale_float()
{
float3 objectScale = float3(1.0, 1.0, 1.0);
float4x4 worldTransform = GetWorldToObjectMatrix();
objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22));
return objectScale;
}
// Required struct and function for the ParallaxOcclusionMapping function:
float ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param, TEXTURE2D_PARAM(heightTexture, heightSampler))
{
return SAMPLE_TEXTURE2D_LOD(heightTexture, heightSampler, param.uv + texOffsetCurrent, lod)[0];
}
#define ComputePerPixelHeightDisplacement ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3
#define POM_NAME_ID ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float
#define POM_USER_DATA_PARAMETERS , TEXTURE2D_PARAM(heightTexture, samplerState)
#define POM_USER_DATA_ARGUMENTS , TEXTURE2D_ARGS(heightTexture, samplerState)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl"
#undef ComputePerPixelHeightDisplacement
#undef POM_NAME_ID
#undef POM_USER_DATA_PARAMETERS
#undef POM_USER_DATA_ARGUMENTS
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 NormalTS;
float DepthOffset;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_55f3a773f01447ad977f60bcc8169e99_Out_0 = UnityBuildTexture2DStructNoScale(_NormalMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0 = UnityBuildTexture2DStructNoScale(_HeightMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_34ae852606aa456da62721e7b3551266_Out_0 = _ParallaxAmplitude;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_f332b51593bd40da96cf2008daba83bd_Out_0 = _ParallaxSteps;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1 = IN.WorldSpacePosition.xz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2;
Unity_Multiply_float2_float2(_Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1, float2(-1, -1), _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_3f60dffb796f4c4983fdc65d72109eba_Out_0 = _TextureScale;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
Unity_Multiply_float2_float2(_Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2, (_Property_3f60dffb796f4c4983fdc65d72109eba_Out_0.xx), _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_b40967aecd8a44539f17591fc9186718_Out_0 = _ParallaxLOD;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0 = _ParallaxLODThreshold;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir = IN.TangentSpaceViewDirection * GetDisplacementObjectScale_float().xzy;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight = _Property_34ae852606aa456da62721e7b3551266_Out_0 * 0.01; // cm in the interface so we multiply by 0.01 in the shader to convert in meter
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight *= 2.0 / (abs(float2 (1, 1).x) + abs(float2 (1, 1).y)); // reduce height based on the tiling values
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight * float2 (1, 1) / float2 (1, 1);
// Transform the view vector into the UV space.
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV = normalize(float3(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.xy * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z)); // TODO: skip normalize
PerPixelHeightDisplacementParam ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM;
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2 * float2 (1, 1) + float2 (0, 0);
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM.uv = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs);
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight;
float2 _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1 = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs) + ParallaxOcclusionMappingParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float(_Property_b40967aecd8a44539f17591fc9186718_Out_0, _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0, max(min(_Property_f332b51593bd40da96cf2008daba83bd_Out_0, 256), 1), ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight, TEXTURE2D_ARGS(_Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate));
float _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0 = (ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight - ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight) / max(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV, 0.0001);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#if defined(_PARALLAX)
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1;
#else
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
#endif
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0 = SAMPLE_TEXTURE2D(_Property_55f3a773f01447ad977f60bcc8169e99_Out_0.tex, _Property_55f3a773f01447ad977f60bcc8169e99_Out_0.samplerstate, _Property_55f3a773f01447ad977f60bcc8169e99_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.rgb = UnpackNormal(_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0);
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_R_4 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.r;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_G_5 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.g;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_B_6 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.b;
float _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_A_7 = _SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.a;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_1abbba8fecc94ab4b0924b92ab2e75da_Out_0 = _NormalStrength;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2;
Unity_NormalStrength_float((_SampleTexture2D_0046458503bf42cc9beaae50aa8cc001_RGBA_0.xyz), _Property_1abbba8fecc94ab4b0924b92ab2e75da_Out_0, _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2);
#endif
surface.NormalTS = _NormalStrength_f0cd04f23e214e93959f245d83360e3a_Out_2;
surface.DepthOffset = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 unnormalizedNormalWS = input.normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// use bitangent on the fly like in hdrp
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 bitang = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// to pr eserve mikktspace compliance we use same scale renormFactor as was used on the normal.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// This is explained in section 2.2 in "surface gradient based bump mapping framework"
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceTangent = renormFactor * input.tangentWS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceBiTangent = renormFactor * bitang;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent, output.WorldSpaceBiTangent, output.WorldSpaceNormal);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpacePosition = input.positionWS;
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl"
#ifndef SG_DEPTH_NORMALS_PASS_INCLUDED
#define SG_DEPTH_NORMALS_PASS_INCLUDED
PackedVaryings vert(Attributes input)
{
Varyings output = (Varyings)0;
output = BuildVaryings(input);
PackedVaryings packedOutput = (PackedVaryings)0;
packedOutput = PackVaryings(output);
return packedOutput;
}
void frag(
PackedVaryings packedInput
, out half4 outNormalWS : SV_Target0
, out float outDepth : SV_DepthLessEqual
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
{
Varyings unpacked = UnpackVaryings(packedInput);
UNITY_SETUP_INSTANCE_ID(unpacked);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
#if _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
#if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
LODFadeCrossFade(unpacked.positionCS);
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(unpacked.normalWS);
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
outDepth = packedInput.positionCS.z;
#else
// Retrieve the normal from the bump map or mesh normal
#if defined(_NORMALMAP)
#if _NORMAL_DROPOFF_TS
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
float crossSign = (unpacked.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
float3 bitangent = crossSign * cross(unpacked.normalWS.xyz, unpacked.tangentWS.xyz);
float3 normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, half3x3(unpacked.tangentWS.xyz, bitangent, unpacked.normalWS.xyz));
#elif _NORMAL_DROPOFF_OS
float3 normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
#elif _NORMAL_DROPOFF_WS
float3 normalWS = surfaceDescription.NormalWS;
#endif
#else
float3 normalWS = unpacked.normalWS;
#endif
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
float3 posWS = unpacked.positionWS;
#if defined(_PARALLAX)
float3 V = GetWorldSpaceNormalizeViewDir(posWS);
posWS += surfaceDescription.DepthOffset * (-normalize(V)) * 3.5f;
#endif
float depth = ComputeNormalizedDeviceCoordinatesWithZ(posWS, GetWorldToHClipMatrix()).z;
outDepth = depth;
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
}
#endif
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "Meta"
Tags
{
"LightMode" = "Meta"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD0
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TEXCOORD2
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_POSITION_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_NORMAL_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TANGENT_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TEXCOORD0
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TEXCOORD1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TEXCOORD2
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_META
#define _FOG_FRAGMENT 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv0 : TEXCOORD0;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv1 : TEXCOORD1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 uv2 : TEXCOORD2;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 texCoord0;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 texCoord1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 texCoord2;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceBiTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpacePosition;
#endif
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp0 : INTERP0;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp1 : INTERP1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp2 : INTERP2;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp3 : INTERP3;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp4 : INTERP4;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp5 : INTERP5;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.xyzw = input.tangentWS;
output.interp3.xyzw = input.texCoord0;
output.interp4.xyzw = input.texCoord1;
output.interp5.xyzw = input.texCoord2;
#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.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.xyzw;
output.texCoord0 = input.interp3.xyzw;
output.texCoord1 = input.interp4.xyzw;
output.texCoord2 = input.interp5.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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
struct PerPixelHeightDisplacementParam
{
float2 uv;
};
float3 GetDisplacementObjectScale_float()
{
float3 objectScale = float3(1.0, 1.0, 1.0);
float4x4 worldTransform = GetWorldToObjectMatrix();
objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22));
return objectScale;
}
// Required struct and function for the ParallaxOcclusionMapping function:
float ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param, TEXTURE2D_PARAM(heightTexture, heightSampler))
{
return SAMPLE_TEXTURE2D_LOD(heightTexture, heightSampler, param.uv + texOffsetCurrent, lod)[0];
}
#define ComputePerPixelHeightDisplacement ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3
#define POM_NAME_ID ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float
#define POM_USER_DATA_PARAMETERS , TEXTURE2D_PARAM(heightTexture, samplerState)
#define POM_USER_DATA_ARGUMENTS , TEXTURE2D_ARGS(heightTexture, samplerState)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl"
#undef ComputePerPixelHeightDisplacement
#undef POM_NAME_ID
#undef POM_USER_DATA_PARAMETERS
#undef POM_USER_DATA_ARGUMENTS
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0 = UnityBuildTexture2DStructNoScale(_HeightMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_34ae852606aa456da62721e7b3551266_Out_0 = _ParallaxAmplitude;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_f332b51593bd40da96cf2008daba83bd_Out_0 = _ParallaxSteps;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1 = IN.WorldSpacePosition.xz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2;
Unity_Multiply_float2_float2(_Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1, float2(-1, -1), _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_3f60dffb796f4c4983fdc65d72109eba_Out_0 = _TextureScale;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
Unity_Multiply_float2_float2(_Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2, (_Property_3f60dffb796f4c4983fdc65d72109eba_Out_0.xx), _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_b40967aecd8a44539f17591fc9186718_Out_0 = _ParallaxLOD;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0 = _ParallaxLODThreshold;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir = IN.TangentSpaceViewDirection * GetDisplacementObjectScale_float().xzy;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight = _Property_34ae852606aa456da62721e7b3551266_Out_0 * 0.01; // cm in the interface so we multiply by 0.01 in the shader to convert in meter
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight *= 2.0 / (abs(float2 (1, 1).x) + abs(float2 (1, 1).y)); // reduce height based on the tiling values
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight * float2 (1, 1) / float2 (1, 1);
// Transform the view vector into the UV space.
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV = normalize(float3(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.xy * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z)); // TODO: skip normalize
PerPixelHeightDisplacementParam ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM;
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2 * float2 (1, 1) + float2 (0, 0);
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM.uv = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs);
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight;
float2 _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1 = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs) + ParallaxOcclusionMappingParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float(_Property_b40967aecd8a44539f17591fc9186718_Out_0, _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0, max(min(_Property_f332b51593bd40da96cf2008daba83bd_Out_0, 256), 1), ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight, TEXTURE2D_ARGS(_Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate));
float _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0 = (ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight - ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight) / max(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV, 0.0001);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#if defined(_PARALLAX)
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1;
#else
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
#endif
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.tex, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.samplerstate, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_R_4 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.r;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_G_5 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.g;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_B_6 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.b;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_A_7 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.a;
#endif
surface.BaseColor = (_SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.xyz);
surface.Emission = float3(0, 0, 0);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 unnormalizedNormalWS = input.normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// use bitangent on the fly like in hdrp
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 bitang = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// to pr eserve mikktspace compliance we use same scale renormFactor as was used on the normal.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// This is explained in section 2.2 in "surface gradient based bump mapping framework"
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceTangent = renormFactor * input.tangentWS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceBiTangent = renormFactor * bitang;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent, output.WorldSpaceBiTangent, output.WorldSpaceNormal);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpacePosition = input.positionWS;
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/LightingMetaPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#define ALPHA_CLIP_THRESHOLD 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
// Render State
Cull Back
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#define ALPHA_CLIP_THRESHOLD 1
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
Pass
{
// Name: <None>
Tags
{
"LightMode" = "Universal2D"
}
// Render State
Cull Back
Blend One Zero
ZTest LEqual
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma exclude_renderers gles gles3 glcore
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
// Keywords
// PassKeywords: <None>
#pragma shader_feature_local _ _PARALLAX
#if defined(_PARALLAX)
#define KEYWORD_PERMUTATION_0
#else
#define KEYWORD_PERMUTATION_1
#endif
// Defines
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMALMAP 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define _NORMAL_DROPOFF_TS 1
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_NORMAL
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define ATTRIBUTES_NEED_TANGENT
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_POSITION_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_NORMAL_WS
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#define VARYINGS_NEED_TANGENT_WS
#endif
#define FEATURES_GRAPH_VERTEX
/* WARNING: $splice Could not find named fragment 'PassInstancing' */
#define SHADERPASS SHADERPASS_2D
/* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */
// custom interpolator pre-include
/* WARNING: $splice Could not find named fragment 'sgci_CustomInterpolatorPreInclude' */
// 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.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */
struct Attributes
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionOS : POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalOS : NORMAL;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentOS : TANGENT;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
#endif
};
struct Varyings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 positionWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 tangentWS;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
struct SurfaceDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceBiTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 TangentSpaceViewDirection;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 WorldSpacePosition;
#endif
};
struct VertexDescriptionInputs
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceNormal;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpaceTangent;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ObjectSpacePosition;
#endif
};
struct PackedVaryings
{
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 positionCS : SV_POSITION;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp0 : INTERP0;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 interp1 : INTERP1;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 interp2 : INTERP2;
#endif
#if UNITY_ANY_INSTANCING_ENABLED
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#endif
#if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE)))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0;
#endif
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#endif
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
#endif
};
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output;
ZERO_INITIALIZE(PackedVaryings, output);
output.positionCS = input.positionCS;
output.interp0.xyz = input.positionWS;
output.interp1.xyz = input.normalWS;
output.interp2.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.positionWS = input.interp0.xyz;
output.normalWS = input.interp1.xyz;
output.tangentWS = input.interp2.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;
}
#endif
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _M_AO_SmoothnessMap_TexelSize;
float4 _NormalMap_TexelSize;
float4 _BaseMap_TexelSize;
float _NormalStrength;
float _TextureScale;
float _ParallaxSteps;
float _ParallaxAmplitude;
float _ParallaxLOD;
float _ParallaxLODThreshold;
float _AOStrength;
float4 _HeightMap_TexelSize;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat);
TEXTURE2D(_M_AO_SmoothnessMap);
SAMPLER(sampler_M_AO_SmoothnessMap);
TEXTURE2D(_NormalMap);
SAMPLER(sampler_NormalMap);
TEXTURE2D(_BaseMap);
SAMPLER(sampler_BaseMap);
TEXTURE2D(_HeightMap);
SAMPLER(sampler_HeightMap);
// Graph Includes
// GraphIncludes: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
struct PerPixelHeightDisplacementParam
{
float2 uv;
};
float3 GetDisplacementObjectScale_float()
{
float3 objectScale = float3(1.0, 1.0, 1.0);
float4x4 worldTransform = GetWorldToObjectMatrix();
objectScale.x = length(float3(worldTransform._m00, worldTransform._m01, worldTransform._m02));
objectScale.z = length(float3(worldTransform._m20, worldTransform._m21, worldTransform._m22));
return objectScale;
}
// Required struct and function for the ParallaxOcclusionMapping function:
float ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3(float2 texOffsetCurrent, float lod, PerPixelHeightDisplacementParam param, TEXTURE2D_PARAM(heightTexture, heightSampler))
{
return SAMPLE_TEXTURE2D_LOD(heightTexture, heightSampler, param.uv + texOffsetCurrent, lod)[0];
}
#define ComputePerPixelHeightDisplacement ComputePerPixelHeightDisplacement_ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3
#define POM_NAME_ID ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float
#define POM_USER_DATA_PARAMETERS , TEXTURE2D_PARAM(heightTexture, samplerState)
#define POM_USER_DATA_ARGUMENTS , TEXTURE2D_ARGS(heightTexture, samplerState)
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PerPixelDisplacement.hlsl"
#undef ComputePerPixelHeightDisplacement
#undef POM_NAME_ID
#undef POM_USER_DATA_PARAMETERS
#undef POM_USER_DATA_ARGUMENTS
// Custom interpolators pre vertex
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */
// 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;
}
// Custom interpolators, pre surface
#ifdef FEATURES_GRAPH_VERTEX
Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input)
{
return output;
}
#define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC
#endif
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0 = UnityBuildTexture2DStructNoScale(_BaseMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
UnityTexture2D _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0 = UnityBuildTexture2DStructNoScale(_HeightMap);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_34ae852606aa456da62721e7b3551266_Out_0 = _ParallaxAmplitude;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_f332b51593bd40da96cf2008daba83bd_Out_0 = _ParallaxSteps;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1 = IN.WorldSpacePosition.xz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2;
Unity_Multiply_float2_float2(_Swizzle_ee146d512bf7434e89535d4eb2393221_Out_1, float2(-1, -1), _Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_3f60dffb796f4c4983fdc65d72109eba_Out_0 = _TextureScale;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float2 _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
Unity_Multiply_float2_float2(_Multiply_f6dabdef430742aa8a0371067299c6b5_Out_2, (_Property_3f60dffb796f4c4983fdc65d72109eba_Out_0.xx), _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_b40967aecd8a44539f17591fc9186718_Out_0 = _ParallaxLOD;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0 = _ParallaxLODThreshold;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir = IN.TangentSpaceViewDirection * GetDisplacementObjectScale_float().xzy;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z;
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight = _Property_34ae852606aa456da62721e7b3551266_Out_0 * 0.01; // cm in the interface so we multiply by 0.01 in the shader to convert in meter
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight *= 2.0 / (abs(float2 (1, 1).x) + abs(float2 (1, 1).y)); // reduce height based on the tiling values
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale = ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight * float2 (1, 1) / float2 (1, 1);
// Transform the view vector into the UV space.
float3 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV = normalize(float3(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.xy * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVSpaceScale, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDir.z)); // TODO: skip normalize
PerPixelHeightDisplacementParam ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM;
float2 ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2 * float2 (1, 1) + float2 (0, 0);
ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM.uv = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs);
float ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight;
float2 _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1 = _Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.GetTransformedUV(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_UVs) + ParallaxOcclusionMappingParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_float(_Property_b40967aecd8a44539f17591fc9186718_Out_0, _Property_9f91aa59b0df4e95b57576af55b4cdb3_Out_0, max(min(_Property_f332b51593bd40da96cf2008daba83bd_Out_0, 256), 1), ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ViewDirUV, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_POM, ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight, TEXTURE2D_ARGS(_Property_d36f28a4156240cda7fb3c9cf1c1bcdc_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate));
float _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_PixelDepthOffset_0 = (ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight - ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_OutHeight * ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_MaxHeight) / max(ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_NdotV, 0.0001);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
#if defined(_PARALLAX)
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _ParallaxOcclusionMapping_29edfcc3861c48ce9dd09bf24be5c9c3_ParallaxUVs_1;
#else
float2 _Parallax_c43cb4da16e14208b6c7e14870968070_Out_0 = _Multiply_8eaf0fd14d154ffdbbf737e4f37d8bc6_Out_2;
#endif
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float4 _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0 = SAMPLE_TEXTURE2D(_Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.tex, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.samplerstate, _Property_b766e72e9df249c4a3c63551b8318aa0_Out_0.GetTransformedUV(_Parallax_c43cb4da16e14208b6c7e14870968070_Out_0));
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_R_4 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.r;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_G_5 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.g;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_B_6 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.b;
float _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_A_7 = _SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.a;
#endif
surface.BaseColor = (_SampleTexture2D_c1f15f1d446447e5a19ae2a574eed858_RGBA_0.xyz);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceNormal = input.normalOS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpaceTangent = input.tangentOS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.ObjectSpacePosition = input.positionOS;
#endif
return output;
}
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 unnormalizedNormalWS = input.normalWS;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
const float renormFactor = 1.0 / length(unnormalizedNormalWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// use bitangent on the fly like in hdrp
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3 bitang = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceNormal = renormFactor * input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// to pr eserve mikktspace compliance we use same scale renormFactor as was used on the normal.
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
// This is explained in section 2.2 in "surface gradient based bump mapping framework"
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceTangent = renormFactor * input.tangentWS.xyz;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceBiTangent = renormFactor * bitang;
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(input.positionWS);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent, output.WorldSpaceBiTangent, output.WorldSpaceNormal);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
#endif
#if defined(KEYWORD_PERMUTATION_0) || defined(KEYWORD_PERMUTATION_1)
output.WorldSpacePosition = input.positionWS;
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
#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/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBR2DPass.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
CustomEditorForRenderPipeline "UnityEditor.ShaderGraphLitGUI" "UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset"
FallBack "Hidden/Shader Graph/FallbackError"
}