299 lines
11 KiB
Plaintext
299 lines
11 KiB
Plaintext
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Shader "Universal Render Pipeline/Unlit"
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{
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Properties
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{
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[MainTexture] _BaseMap("Texture", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
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_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
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// BlendMode
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_Surface("__surface", Float) = 0.0
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_Blend("__mode", Float) = 0.0
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_Cull("__cull", Float) = 2.0
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[ToggleUI] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _BlendOp("__blendop", Float) = 0.0
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[HideInInspector] _SrcBlend("__src", Float) = 1.0
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[HideInInspector] _DstBlend("__dst", Float) = 0.0
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[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
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[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
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[HideInInspector] _ZWrite("__zw", Float) = 1.0
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[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
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[HideInInspector] _AddPrecomputedVelocity("_AddPrecomputedVelocity", Float) = 0.0
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// Editmode props
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_QueueOffset("Queue offset", Float) = 0.0
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// ObsoleteProperties
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[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
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[HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
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[HideInInspector] _SampleGI("SampleGI", float) = 0.0 // needed from bakedlit
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"IgnoreProjector" = "True"
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"UniversalMaterialType" = "Unlit"
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"RenderPipeline" = "UniversalPipeline"
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}
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LOD 100
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// -------------------------------------
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// Render State Commands
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Blend [_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
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ZWrite [_ZWrite]
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Cull [_Cull]
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Pass
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{
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Name "Unlit"
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// -------------------------------------
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// Render State Commands
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AlphaToMask[_AlphaToMask]
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex UnlitPassVertex
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#pragma fragment UnlitPassFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAMODULATE_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl"
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ENDHLSL
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}
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// Fill GBuffer data to prevent "holes", just in case someone wants to reuse GBuffer for non-lighting effects.
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// Deferred lighting is stenciled out.
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Pass
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{
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Name "GBuffer"
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Tags
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{
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"LightMode" = "UniversalGBuffer"
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}
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HLSLPROGRAM
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#pragma target 4.5
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// Deferred Rendering Path does not support the OpenGL-based graphics API:
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// Desktop OpenGL, OpenGL ES 3.0, WebGL 2.0.
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#pragma exclude_renderers gles3 glcore
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// -------------------------------------
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// Shader Stages
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#pragma vertex UnlitPassVertex
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#pragma fragment UnlitPassFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAMODULATE_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitGBufferPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags
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{
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"LightMode" = "DepthOnly"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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ColorMask R
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ALPHATEST_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "DepthNormalsOnly"
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Tags
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{
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"LightMode" = "DepthNormalsOnly"
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}
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// -------------------------------------
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// Render State Commands
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ZWrite On
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex DepthNormalsVertex
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#pragma fragment DepthNormalsFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local _ALPHATEST_ON
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags
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{
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"LightMode" = "Meta"
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}
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// -------------------------------------
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// Render State Commands
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Cull Off
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HLSLPROGRAM
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#pragma target 2.0
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// -------------------------------------
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// Shader Stages
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaUnlit
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// -------------------------------------
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// Unity defined keywords
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#pragma shader_feature EDITOR_VISUALIZATION
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// -------------------------------------
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// Includes
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "MotionVectors"
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Tags { "LightMode" = "MotionVectors" }
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ColorMask RG
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "XRMotionVectors"
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Tags { "LightMode" = "XRMotionVectors" }
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ColorMask RGBA
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// Stencil write for obj motion pixels
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Stencil
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{
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WriteMask 1
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Ref 1
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma shader_feature_local_vertex _ADD_PRECOMPUTED_VELOCITY
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#define APLICATION_SPACE_WARP_MOTION 1
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ObjectMotionVectors.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.UnlitShader"
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}
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