928 lines
48 KiB
Plaintext
928 lines
48 KiB
Plaintext
Shader "HDRP/LayeredLitTessellation"
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{
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Properties
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{
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// Following set of parameters represent the parameters node inside the MaterialGraph.
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist.
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// All the following properties are filled by the referenced lit shader.
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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_BaseColor0("BaseColor0", Color) = (1, 1, 1, 1)
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_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1)
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_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1)
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_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1)
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_BaseColorMap0("BaseColorMap0", 2D) = "white" {}
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_BaseColorMap1("BaseColorMap1", 2D) = "white" {}
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_BaseColorMap2("BaseColorMap2", 2D) = "white" {}
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_BaseColorMap3("BaseColorMap3", 2D) = "white" {}
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[HideInInspector] _BaseColorMap0_MipInfo("_BaseColorMap0_MipInfo", Vector) = (0, 0, 0, 0)
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_Metallic0("Metallic0", Range(0.0, 1.0)) = 0
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_Metallic1("Metallic1", Range(0.0, 1.0)) = 0
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_Metallic2("Metallic2", Range(0.0, 1.0)) = 0
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_Metallic3("Metallic3", Range(0.0, 1.0)) = 0
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_MetallicRemapMin0("MetallicRemapMin0", Range(0.0, 1.0)) = 0.0
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_MetallicRemapMin1("MetallicRemapMin1", Range(0.0, 1.0)) = 0.0
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_MetallicRemapMin2("MetallicRemapMin2", Range(0.0, 1.0)) = 0.0
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_MetallicRemapMin3("MetallicRemapMin3", Range(0.0, 1.0)) = 0.0
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_MetallicRemapMax0("MetallicRemapMax0", Range(0.0, 1.0)) = 1.0
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_MetallicRemapMax1("MetallicRemapMax1", Range(0.0, 1.0)) = 1.0
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_MetallicRemapMax2("MetallicRemapMax2", Range(0.0, 1.0)) = 1.0
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_MetallicRemapMax3("MetallicRemapMax3", Range(0.0, 1.0)) = 1.0
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_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 0.5
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 0.5
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 0.5
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 0.5
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_SmoothnessRemapMin0("SmoothnessRemapMin0", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMin1("SmoothnessRemapMin1", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMin2("SmoothnessRemapMin2", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMin3("SmoothnessRemapMin3", Range(0.0, 1.0)) = 0.0
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_SmoothnessRemapMax0("SmoothnessRemapMax0", Range(0.0, 1.0)) = 1.0
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_SmoothnessRemapMax1("SmoothnessRemapMax1", Range(0.0, 1.0)) = 1.0
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_SmoothnessRemapMax2("SmoothnessRemapMax2", Range(0.0, 1.0)) = 1.0
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_SmoothnessRemapMax3("SmoothnessRemapMax3", Range(0.0, 1.0)) = 1.0
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_AORemapMin0("AORemapMin0", Range(0.0, 1.0)) = 0.0
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_AORemapMin1("AORemapMin1", Range(0.0, 1.0)) = 0.0
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_AORemapMin2("AORemapMin2", Range(0.0, 1.0)) = 0.0
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_AORemapMin3("AORemapMin3", Range(0.0, 1.0)) = 0.0
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_AORemapMax0("AORemapMax0", Range(0.0, 1.0)) = 1.0
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_AORemapMax1("AORemapMax1", Range(0.0, 1.0)) = 1.0
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_AORemapMax2("AORemapMax2", Range(0.0, 1.0)) = 1.0
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_AORemapMax3("AORemapMax3", Range(0.0, 1.0)) = 1.0
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_MaskMap0("MaskMap0", 2D) = "white" {}
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_MaskMap1("MaskMap1", 2D) = "white" {}
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_MaskMap2("MaskMap2", 2D) = "white" {}
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_MaskMap3("MaskMap3", 2D) = "white" {}
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_NormalMap0("NormalMap0", 2D) = "bump" {}
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_NormalMap1("NormalMap1", 2D) = "bump" {}
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_NormalMap2("NormalMap2", 2D) = "bump" {}
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_NormalMap3("NormalMap3", 2D) = "bump" {}
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_NormalMapOS0("NormalMapOS0", 2D) = "white" {}
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_NormalMapOS1("NormalMapOS1", 2D) = "white" {}
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_NormalMapOS2("NormalMapOS2", 2D) = "white" {}
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_NormalMapOS3("NormalMapOS3", 2D) = "white" {}
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_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1
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_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1
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_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1
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_NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1
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_BentNormalMap0("BentNormalMap0", 2D) = "bump" {}
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_BentNormalMap1("BentNormalMap1", 2D) = "bump" {}
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_BentNormalMap2("BentNormalMap2", 2D) = "bump" {}
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_BentNormalMap3("BentNormalMap3", 2D) = "bump" {}
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_BentNormalMapOS0("BentNormalMapOS0", 2D) = "white" {}
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_BentNormalMapOS1("BentNormalMapOS1", 2D) = "white" {}
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_BentNormalMapOS2("BentNormalMapOS2", 2D) = "white" {}
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_BentNormalMapOS3("BentNormalMapOS3", 2D) = "white" {}
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_HeightMap0("HeightMap0", 2D) = "black" {}
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_HeightMap1("HeightMap1", 2D) = "black" {}
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_HeightMap2("HeightMap2", 2D) = "black" {}
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_HeightMap3("HeightMap3", 2D) = "black" {}
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// Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01
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// Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change.
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[HideInInspector] _HeightAmplitude0("Height Scale0", Float) = 0.02
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[HideInInspector] _HeightAmplitude1("Height Scale1", Float) = 0.02
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[HideInInspector] _HeightAmplitude2("Height Scale2", Float) = 0.02
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[HideInInspector] _HeightAmplitude3("Height Scale3", Float) = 0.02
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[HideInInspector] _HeightCenter0("Height Bias0", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _HeightCenter1("Height Bias1", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _HeightCenter2("Height Bias2", Range(0.0, 1.0)) = 0.5
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[HideInInspector] _HeightCenter3("Height Bias3", Range(0.0, 1.0)) = 0.5
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization0("Heightmap Parametrization0", Int) = 0
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization1("Heightmap Parametrization1", Int) = 0
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization2("Heightmap Parametrization2", Int) = 0
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[Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization3("Heightmap Parametrization3", Int) = 0
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// These parameters are for vertex displacement/Tessellation
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_HeightOffset0("Height Offset0", Float) = 0
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_HeightOffset1("Height Offset1", Float) = 0
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_HeightOffset2("Height Offset2", Float) = 0
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_HeightOffset3("Height Offset3", Float) = 0
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// MinMax mode
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_HeightMin0("Height Min0", Float) = -1
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_HeightMin1("Height Min1", Float) = -1
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_HeightMin2("Height Min2", Float) = -1
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_HeightMin3("Height Min3", Float) = -1
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_HeightMax0("Height Max0", Float) = 1
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_HeightMax1("Height Max1", Float) = 1
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_HeightMax2("Height Max2", Float) = 1
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_HeightMax3("Height Max3", Float) = 1
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// Amplitude mode
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_HeightTessAmplitude0("Amplitude0", Float) = 2.0 // in Centimeters
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_HeightTessAmplitude1("Amplitude1", Float) = 2.0 // in Centimeters
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_HeightTessAmplitude2("Amplitude2", Float) = 2.0 // in Centimeters
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_HeightTessAmplitude3("Amplitude3", Float) = 2.0 // in Centimeters
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_HeightTessCenter0("Height Bias0", Range(0.0, 1.0)) = 0.5
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_HeightTessCenter1("Height Bias1", Range(0.0, 1.0)) = 0.5
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_HeightTessCenter2("Height Bias2", Range(0.0, 1.0)) = 0.5
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_HeightTessCenter3("Height Bias3", Range(0.0, 1.0)) = 0.5
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// These parameters are for pixel displacement
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_HeightPoMAmplitude0("Height Amplitude0", Float) = 2.0 // In centimeters
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_HeightPoMAmplitude1("Height Amplitude1", Float) = 2.0 // In centimeters
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_HeightPoMAmplitude2("Height Amplitude2", Float) = 2.0 // In centimeters
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_HeightPoMAmplitude3("Height Amplitude3", Float) = 2.0 // In centimeters
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_DetailMap0("DetailMap0", 2D) = "linearGrey" {}
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_DetailMap1("DetailMap1", 2D) = "linearGrey" {}
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_DetailMap2("DetailMap2", 2D) = "linearGrey" {}
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_DetailMap3("DetailMap3", 2D) = "linearGrey" {}
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_DetailAlbedoScale0("_DetailAlbedoScale0", Range(0.0, 2.0)) = 1
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_DetailAlbedoScale1("_DetailAlbedoScale1", Range(0.0, 2.0)) = 1
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_DetailAlbedoScale2("_DetailAlbedoScale2", Range(0.0, 2.0)) = 1
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_DetailAlbedoScale3("_DetailAlbedoScale3", Range(0.0, 2.0)) = 1
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_DetailNormalScale0("_DetailNormalScale0", Range(0.0, 2.0)) = 1
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_DetailNormalScale1("_DetailNormalScale1", Range(0.0, 2.0)) = 1
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_DetailNormalScale2("_DetailNormalScale2", Range(0.0, 2.0)) = 1
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_DetailNormalScale3("_DetailNormalScale3", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale0("_DetailSmoothnessScale0", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale1("_DetailSmoothnessScale1", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale2("_DetailSmoothnessScale2", Range(0.0, 2.0)) = 1
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_DetailSmoothnessScale3("_DetailSmoothnessScale3", Range(0.0, 2.0)) = 1
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0
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_DiffusionProfile0("Diffusion Profile0", Int) = 0
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_DiffusionProfile1("Diffusion Profile1", Int) = 0
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_DiffusionProfile2("Diffusion Profile2", Int) = 0
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_DiffusionProfile3("Diffusion Profile3", Int) = 0
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[HideInInspector] _DiffusionProfileAsset0("Diffusion Profile Asset0", Vector) = (0, 0, 0, 0)
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[HideInInspector] _DiffusionProfileHash0("Diffusion Profile Hash0", Float) = 0
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[HideInInspector] _DiffusionProfileAsset1("Diffusion Profile Asset1", Vector) = (0, 0, 0, 0)
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[HideInInspector] _DiffusionProfileHash1("Diffusion Profile Hash1", Float) = 0
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[HideInInspector] _DiffusionProfileAsset2("Diffusion Profile Asset2", Vector) = (0, 0, 0, 0)
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[HideInInspector] _DiffusionProfileHash2("Diffusion Profile Hash2", Float) = 0
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[HideInInspector] _DiffusionProfileAsset3("Diffusion Profile Asset3", Vector) = (0, 0, 0, 0)
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[HideInInspector] _DiffusionProfileHash3("Diffusion Profile Hash3", Float) = 0
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_SubsurfaceMask0("Subsurface Mask0", Range(0.0, 1.0)) = 1.0
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_SubsurfaceMask1("Subsurface Mask1", Range(0.0, 1.0)) = 1.0
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_SubsurfaceMask2("Subsurface Mask2", Range(0.0, 1.0)) = 1.0
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_SubsurfaceMask3("Subsurface Mask3", Range(0.0, 1.0)) = 1.0
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_SubsurfaceMaskMap0("Subsurface Mask Map0", 2D) = "white" {}
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_SubsurfaceMaskMap1("Subsurface Mask Map1", 2D) = "white" {}
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_SubsurfaceMaskMap2("Subsurface Mask Map2", 2D) = "white" {}
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_SubsurfaceMaskMap3("Subsurface Mask Map3", 2D) = "white" {}
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_Thickness0("Thickness", Range(0.0, 1.0)) = 1.0
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_Thickness1("Thickness", Range(0.0, 1.0)) = 1.0
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_Thickness2("Thickness", Range(0.0, 1.0)) = 1.0
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_Thickness3("Thickness", Range(0.0, 1.0)) = 1.0
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_ThicknessMap0("Thickness Map", 2D) = "white" {}
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_ThicknessMap1("Thickness Map", 2D) = "white" {}
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_ThicknessMap2("Thickness Map", 2D) = "white" {}
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_ThicknessMap3("Thickness Map", 2D) = "white" {}
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_ThicknessRemap0("Thickness Remap", Vector) = (0, 1, 0, 0)
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_ThicknessRemap1("Thickness Remap", Vector) = (0, 1, 0, 0)
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_ThicknessRemap2("Thickness Remap", Vector) = (0, 1, 0, 0)
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_ThicknessRemap3("Thickness Remap", Vector) = (0, 1, 0, 0)
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// All the following properties exist only in layered lit material
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// Layer blending options
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_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
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_LayerInfluenceMaskMap("LayerInfluenceMaskMap", 2D) = "white" {}
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[ToggleUI] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
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_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
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[ToggleUI] _UseDensityMode("Use Density mode", Float) = 0.0
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[ToggleUI] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
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_InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0
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_InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0
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_InheritBaseNormal3("_InheritBaseNormal3", Range(0, 1.0)) = 0.0
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_InheritBaseHeight1("_InheritBaseHeight1", Range(0, 1.0)) = 0.0
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_InheritBaseHeight2("_InheritBaseHeight2", Range(0, 1.0)) = 0.0
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_InheritBaseHeight3("_InheritBaseHeight3", Range(0, 1.0)) = 0.0
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_InheritBaseColor1("_InheritBaseColor1", Range(0, 1.0)) = 0.0
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_InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0
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_InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0
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[ToggleUI] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
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[ToggleUI] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
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[ToggleUI] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
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[ToggleUI] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
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[HideInInspector] _LayerCount("_LayerCount", Float) = 2.0
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[Enum(None, 0, Multiply, 1, Add, 2)] _VertexColorMode("Vertex color mode", Float) = 0
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[ToggleUI] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
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[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
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[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)
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_TexWorldScaleBlendMask("Tiling", Float) = 1.0
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// Following are builtin properties
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[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1
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[HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0)
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// Used only to serialize the LDR and HDR emissive color in the material UI,
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// in the shader only the _EmissiveColor should be used
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[HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0)
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_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
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[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
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[HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0
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[ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0
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_EmissiveIntensity("Emissive Intensity", Float) = 1
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_EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_TransparentSortPriority("_TransparentSortPriority", Float) = 0
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// Stencil state
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// Forward
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[HideInInspector] _StencilRef("_StencilRef", Int) = 0 // StencilUsage.Clear
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[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
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// GBuffer
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[HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilUsage.RequiresDeferredLighting
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[HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilUsage.RequiresDeferredLighting | StencilUsage.SubsurfaceScattering
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// Depth prepass
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[HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing
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[HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 8 // StencilUsage.TraceReflectionRay
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// Motion vector pass
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[HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 32 // StencilUsage.ObjectMotionVector
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[HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 32 // StencilUsage.ObjectMotionVector
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// Blending state
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0
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[HideInInspector] _BlendMode ("__blendmode", 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] _AlphaSrcBlend("__alphaSrc", Float) = 1.0
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[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
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[HideInInspector][ToggleUI]_AlphaToMaskInspectorValue("_AlphaToMaskInspectorValue", Float) = 0 // Property used to save the alpha to mask state in the inspector
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[HideInInspector][ToggleUI]_AlphaToMask("__alphaToMask", Float) = 0
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[HideInInspector][ToggleUI] _ZWrite ("__zw", Float) = 1.0
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[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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[Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
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[Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode("_OpaqueCullMode", Int) = 2 // Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal
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[ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
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[ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
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[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0
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[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
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[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
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// For layering, due to combinatorial explosion, we only support SSS/Transmission and Standard. We let other case for the shader graph
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[Enum(Subsurface Scattering, 0, Standard, 1, Translucent, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard
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[ToggleUI] _TransmissionEnable("_TransmissionEnable", Float) = 1.0
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[Enum(None, 0, Tessellation displacement, 3)] _DisplacementMode("DisplacementMode", Int) = 3
|
|
[ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
|
|
[ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
|
|
[ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
|
|
|
|
[ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0
|
|
_SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1
|
|
_SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2
|
|
|
|
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
|
|
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
|
|
_PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5
|
|
_PPDPrimitiveLength("Primitive length for POM", Float) = 1
|
|
_PPDPrimitiveWidth("Primitive width for POM", Float) = 1
|
|
[HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0)
|
|
|
|
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Main layer, 6)] _UVEmissive("UV Set for emissive", Float) = 0
|
|
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
|
|
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
|
|
|
|
// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
|
|
// value that exist to identify if the GI emission need to be enabled.
|
|
// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
|
|
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
|
|
_EmissionColor("Color", Color) = (1, 1, 1)
|
|
|
|
_TexWorldScale0("Tiling", Float) = 1.0
|
|
_TexWorldScale1("Tiling", Float) = 1.0
|
|
_TexWorldScale2("Tiling", Float) = 1.0
|
|
_TexWorldScale3("Tiling", Float) = 1.0
|
|
|
|
[HideInInspector] _InvTilingScale0("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
|
|
[HideInInspector] _InvTilingScale1("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
|
|
[HideInInspector] _InvTilingScale2("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
|
|
[HideInInspector] _InvTilingScale3("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1
|
|
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0("UV Set for base0", Float) = 0 // no UV1/2/3 for main layer (matching Lit.shader and for PPDisplacement restriction)
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1("UV Set for base1", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2("UV Set for base2", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3("UV Set for base3", Float) = 0
|
|
|
|
[HideInInspector] _UVMappingMask0("_UVMappingMask0", Color) = (1, 0, 0, 0)
|
|
[HideInInspector] _UVMappingMask1("_UVMappingMask1", Color) = (1, 0, 0, 0)
|
|
[HideInInspector] _UVMappingMask2("_UVMappingMask2", Color) = (1, 0, 0, 0)
|
|
[HideInInspector] _UVMappingMask3("_UVMappingMask3", Color) = (1, 0, 0, 0)
|
|
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0("UV Set for detail0", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1("UV Set for detail1", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2("UV Set for detail2", Float) = 0
|
|
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3("UV Set for detail3", Float) = 0
|
|
|
|
[HideInInspector] _UVDetailsMappingMask0("_UVDetailsMappingMask0", Color) = (1, 0, 0, 0)
|
|
[HideInInspector] _UVDetailsMappingMask1("_UVDetailsMappingMask1", Color) = (1, 0, 0, 0)
|
|
[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
|
|
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
|
|
|
|
[ToggleUI] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
|
|
[ToggleUI] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
|
|
[ToggleUI] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
|
|
[ToggleUI] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
|
|
|
|
// Tessellation specific
|
|
[Enum(None, 0, Phong, 1)] _TessellationMode("Tessellation mode", Float) = 0
|
|
_TessellationFactor("Tessellation Factor", Range(0.0, 64.0)) = 4.0
|
|
_TessellationFactorMinDistance("Tessellation start fading distance", Float) = 20.0
|
|
_TessellationFactorMaxDistance("Tessellation end fading distance", Float) = 50.0
|
|
_TessellationFactorTriangleSize("Tessellation triangle size", Float) = 100.0
|
|
_TessellationShapeFactor("Tessellation shape factor", Range(0.0, 1.0)) = 0.75 // Only use with Phong
|
|
_TessellationBackFaceCullEpsilon("Tessellation back face epsilon", Range(-1.0, 0.0)) = -0.25
|
|
// TODO: Handle culling mode for backface culling
|
|
|
|
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
|
|
_MainTex("Albedo", 2D) = "white" {}
|
|
_Color("Color", Color) = (1,1,1,1)
|
|
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
|
|
|
|
[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
|
|
[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0
|
|
[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
|
|
|
|
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
|
|
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
|
|
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
|
|
|
|
}
|
|
|
|
HLSLINCLUDE
|
|
|
|
#pragma target 5.0
|
|
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
|
|
|
|
#pragma shader_feature_local _ALPHATEST_ON
|
|
#pragma shader_feature_local _ALPHATOMASK_ON
|
|
#pragma shader_feature_local _DEPTHOFFSET_ON
|
|
#pragma shader_feature_local _DOUBLESIDED_ON
|
|
#pragma shader_feature_local _ _TESSELLATION_DISPLACEMENT _PIXEL_DISPLACEMENT
|
|
#pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
|
|
#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
|
|
#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE
|
|
#pragma shader_feature_local _TESSELLATION_PHONG
|
|
|
|
#pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
|
|
#pragma shader_feature_local _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
|
|
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
|
|
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
|
|
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
|
|
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
|
|
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
|
|
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE0
|
|
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE1
|
|
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE2
|
|
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE3
|
|
#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3
|
|
|
|
// We can only have 64 shader_feature_local
|
|
#pragma shader_feature _NORMALMAP0 // Non-local
|
|
#pragma shader_feature _NORMALMAP1 // Non-local
|
|
#pragma shader_feature _NORMALMAP2 // Non-local
|
|
#pragma shader_feature _NORMALMAP3 // Non-local
|
|
#pragma shader_feature _MASKMAP0 // Non-local
|
|
#pragma shader_feature _MASKMAP1 // Non-local
|
|
#pragma shader_feature _MASKMAP2 // Non-local
|
|
#pragma shader_feature _MASKMAP3 // Non-local
|
|
#pragma shader_feature _BENTNORMALMAP0 // Non-local
|
|
#pragma shader_feature _BENTNORMALMAP1 // Non-local
|
|
#pragma shader_feature _BENTNORMALMAP2 // Non-local
|
|
#pragma shader_feature _BENTNORMALMAP3 // Non-local
|
|
#pragma shader_feature _EMISSIVE_COLOR_MAP // Non-local
|
|
|
|
// _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility. Do not used
|
|
// _ENABLESPECULAROCCLUSION and _SPECULAR_OCCLUSION_X can't exist at the same time (the new _SPECULAR_OCCLUSION replace it)
|
|
// When _ENABLESPECULAROCCLUSION is found we define _SPECULAR_OCCLUSION_X so new code to work
|
|
#pragma shader_feature _ENABLESPECULAROCCLUSION // Non-local
|
|
#pragma shader_feature _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP // Non-local
|
|
#ifdef _ENABLESPECULAROCCLUSION
|
|
#define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP
|
|
#endif
|
|
|
|
#pragma shader_feature _DETAIL_MAP0 // Non-local
|
|
#pragma shader_feature _DETAIL_MAP1 // Non-local
|
|
#pragma shader_feature _DETAIL_MAP2 // Non-local
|
|
#pragma shader_feature _DETAIL_MAP3 // Non-local
|
|
#pragma shader_feature _HEIGHTMAP0 // Non-local
|
|
#pragma shader_feature _HEIGHTMAP1 // Non-local
|
|
#pragma shader_feature _HEIGHTMAP2 // Non-local
|
|
#pragma shader_feature _HEIGHTMAP3 // Non-local
|
|
#pragma shader_feature _SUBSURFACE_MASK_MAP0 // Non-local
|
|
#pragma shader_feature _SUBSURFACE_MASK_MAP1 // Non-local
|
|
#pragma shader_feature _SUBSURFACE_MASK_MAP2 // Non-local
|
|
#pragma shader_feature _SUBSURFACE_MASK_MAP3 // Non-local
|
|
#pragma shader_feature _THICKNESSMAP0 // Non-local
|
|
#pragma shader_feature _THICKNESSMAP1 // Non-local
|
|
#pragma shader_feature _THICKNESSMAP2 // Non-local
|
|
#pragma shader_feature _THICKNESSMAP3 // Non-local
|
|
|
|
#pragma shader_feature_local _ _LAYER_MASK_VERTEX_COLOR_MUL _LAYER_MASK_VERTEX_COLOR_ADD
|
|
#pragma shader_feature_local _MAIN_LAYER_INFLUENCE_MODE
|
|
#pragma shader_feature_local _INFLUENCEMASK_MAP
|
|
#pragma shader_feature_local _DENSITY_MODE
|
|
#pragma shader_feature_local _HEIGHT_BASED_BLEND
|
|
#pragma shader_feature_local _ _LAYEREDLIT_3_LAYERS _LAYEREDLIT_4_LAYERS
|
|
|
|
#pragma shader_feature_local _DISABLE_DECALS
|
|
#pragma shader_feature_local _DISABLE_SSR
|
|
#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
|
|
#pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA
|
|
|
|
// Keyword for transparent
|
|
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
|
|
#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT
|
|
|
|
// MaterialFeature are used as shader feature to allow compiler to optimize properly
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
|
|
#pragma shader_feature_local _MATERIAL_FEATURE_TRANSMISSION
|
|
|
|
// enable dithering LOD crossfade
|
|
#pragma multi_compile _ LOD_FADE_CROSSFADE
|
|
|
|
//enable GPU instancing support
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
#pragma instancing_options renderinglayer
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Define
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#define TESSELLATION_ON
|
|
|
|
#define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING
|
|
|
|
// This shader support vertex modification
|
|
#define HAVE_VERTEX_MODIFICATION
|
|
#define HAVE_TESSELLATION_MODIFICATION
|
|
|
|
// If we use subsurface scattering, enable output split lighting (for forward pass)
|
|
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
|
|
#define OUTPUT_SPLIT_LIGHTING
|
|
#endif
|
|
|
|
#define _MAX_LAYER 4
|
|
|
|
#if defined(_LAYEREDLIT_4_LAYERS)
|
|
# define _LAYER_COUNT 4
|
|
#elif defined(_LAYEREDLIT_3_LAYERS)
|
|
# define _LAYER_COUNT 3
|
|
#else
|
|
# define _LAYER_COUNT 2
|
|
#endif
|
|
|
|
// Explicitely said that we are a layered shader as we share code between lit and layered lit
|
|
#define LAYERED_LIT_SHADER
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// Include
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
|
|
|
|
//-------------------------------------------------------------------------------------
|
|
// variable declaration
|
|
//-------------------------------------------------------------------------------------
|
|
|
|
// #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.cs.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl"
|
|
|
|
// TODO:
|
|
// Currently, Lit.hlsl and LitData.hlsl are included for every pass. Split Lit.hlsl in two:
|
|
// LitData.hlsl and LitShading.hlsl (merge into the existing LitData.hlsl).
|
|
// LitData.hlsl should be responsible for preparing shading parameters.
|
|
// LitShading.hlsl implements the light loop API.
|
|
// LitData.hlsl is included here, LitShading.hlsl is included below for shading passes only.
|
|
|
|
ENDHLSL
|
|
|
|
SubShader
|
|
{
|
|
// This tags allow to use the shader replacement features
|
|
Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" }
|
|
|
|
Pass
|
|
{
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode" = "Picking" }
|
|
|
|
Cull [_CullMode]
|
|
|
|
HLSLPROGRAM
|
|
|
|
// Note: Require _SelectionID variable
|
|
|
|
// We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define SCENEPICKINGPASS
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#pragma editor_sync_compilation
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
Pass
|
|
{
|
|
Name "SceneSelectionPass"
|
|
Tags{ "LightMode" = "SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
|
|
ZWrite On
|
|
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
// Note: Require _ObjectId and _PassValue variables
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTH_ONLY
|
|
#define SCENESELECTIONPASS // This will drive the output of the scene selection shader
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
#pragma editor_sync_compilation
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass.
|
|
Pass
|
|
{
|
|
Name "GBuffer"
|
|
Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index
|
|
|
|
Cull [_CullMode]
|
|
ZTest[_ZTestGBuffer]
|
|
|
|
Stencil
|
|
{
|
|
WriteMask [_StencilWriteMaskGBuffer]
|
|
Ref [_StencilRefGBuffer]
|
|
Comp Always
|
|
Pass Replace
|
|
}
|
|
|
|
HLSLPROGRAM
|
|
|
|
#pragma multi_compile _ DEBUG_DISPLAY
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
|
// Setup DECALS_OFF so the shader stripper can remove variants
|
|
#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
|
|
#pragma multi_compile _ LIGHT_LAYERS
|
|
|
|
#ifndef DEBUG_DISPLAY
|
|
// When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer
|
|
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
|
|
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
|
|
#endif
|
|
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
|
#ifdef DEBUG_DISPLAY
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
|
|
#endif
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
|
|
|
|
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl"
|
|
|
|
#pragma vertex Vert
|
|
#pragma fragment Frag
|
|
#pragma hull Hull
|
|
#pragma domain Domain
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
// Extracts information for lightmapping, GI (emission, albedo, ...)
|
|
// This pass it not used during regular rendering.
|
|
Pass
|
|
{
|
|
Name "META"
|
|
Tags{ "LightMode" = "META" }
|
|
|
|
Cull Off
|
|
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HLSLPROGRAM
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// Lightmap memo
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// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
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// both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON.
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// No tessellation for Meta pass
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#undef TESSELLATION_ON
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#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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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" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity)
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// If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity
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Stencil
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{
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WriteMask [_StencilWriteMaskMV]
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Ref [_StencilRefMV]
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Comp Always
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Pass Replace
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}
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Cull[_CullMode]
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AlphaToMask [_AlphaToMask]
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ZWrite On
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HLSLPROGRAM
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#pragma multi_compile _ WRITE_NORMAL_BUFFER
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#pragma multi_compile _ WRITE_DECAL_BUFFER
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#pragma multi_compile _ WRITE_MSAA_DEPTH
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#define SHADERPASS SHADERPASS_MOTION_VECTORS
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#else
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitMotionVectorPass.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
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// TODO: Tesselation can't work with velocity for now...
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma hull Hull
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#pragma domain Domain
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ENDHLSL
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}
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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Cull[_CullMode]
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ZClip [_ZClip]
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ZWrite On
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ZTest LEqual
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ColorMask 0
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_SHADOWS
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma hull Hull
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#pragma domain Domain
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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{ "LightMode" = "DepthOnly" }
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Cull[_CullMode]
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AlphaToMask [_AlphaToMask]
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// To be able to tag stencil with disableSSR information for forward
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Stencil
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{
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WriteMask [_StencilWriteMaskDepth]
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Ref [_StencilRefDepth]
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Comp Always
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Pass Replace
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}
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ZWrite On
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HLSLPROGRAM
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// In deferred, depth only pass don't output anything.
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// In forward it output the normal buffer
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#pragma multi_compile _ WRITE_NORMAL_BUFFER
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#pragma multi_compile _ WRITE_DECAL_BUFFER
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#pragma multi_compile _ WRITE_MSAA_DEPTH
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#define SHADERPASS SHADERPASS_DEPTH_ONLY
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#else
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma hull Hull
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#pragma domain Domain
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ENDHLSL
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}
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Pass
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{
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Name "Forward"
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Tags{ "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
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Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
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// In case of forward we want to have depth equal for opaque mesh
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ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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Cull [_CullMode]
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
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// Setup DECALS_OFF so the shader stripper can remove variants
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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// Supported shadow modes per light type
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define SHADERPASS SHADERPASS_FORWARD
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// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
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// Don't do it with debug display mode as it is possible there is no depth prepass in this case
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#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
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#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
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#ifdef DEBUG_DISPLAY
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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#endif
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// The light loop (or lighting architecture) is in charge to:
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// - Define light list
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// - Define the light loop
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// - Setup the constant/data
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// - Do the reflection hierarchy
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// - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong))
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#define HAS_LIGHTLOOP
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma hull Hull
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#pragma domain Domain
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ENDHLSL
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}
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Pass
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{
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Name "FullScreenDebug"
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Tags{ "LightMode" = "FullScreenDebug" }
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Cull[_CullMode]
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ZWrite Off
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ZTest LEqual
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassFullScreenDebug.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma hull Hull
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#pragma domain Domain
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ENDHLSL
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}
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}
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CustomEditor "UnityEditor.Rendering.HighDefinition.LayeredLitGUI"
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}
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