322 lines
11 KiB
Plaintext
322 lines
11 KiB
Plaintext
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Shader "Amazing Assets/Curved World/Baked Lit"
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{
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Properties
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{
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[CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0)
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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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_BumpMap("Normal Map", 2D) = "bump" {}
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// BlendMode
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[HideInInspector] _Surface("__surface", Float) = 0.0
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[HideInInspector] _Blend("__blend", Float) = 0.0
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[HideInInspector] _AlphaClip("__clip", 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] _ZWrite("ZWrite", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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// Editmode props
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[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" }
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LOD 100
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Blend [_SrcBlend][_DstBlend]
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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 "BakedLit"
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Tags{ "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _NORMALMAP
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ALPHAPREMULTIPLY_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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// Lighting include is needed because of GI
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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float2 lightmapUV : TEXCOORD1;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord
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DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1);
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half3 normalWS : TEXCOORD2;
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#if defined(_NORMALMAP)
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half4 tangentWS : TEXCOORD3;
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#endif
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.positionOS, input.normalOS, input.tangentOS)
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#else
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CURVEDWORLD_TRANSFORM_VERTEX(input.positionOS)
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#endif
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#endif
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap);
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output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z);
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// normalWS and tangentWS already normalize.
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// this is required to avoid skewing the direction during interpolation
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// also required for per-vertex SH evaluation
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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output.normalWS = normalInput.normalWS;
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#if defined(_NORMALMAP)
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real sign = input.tangentOS.w * GetOddNegativeScale();
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output.tangentWS = half4(normalInput.tangentWS.xyz, sign);
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#endif
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OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV);
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OUTPUT_SH(output.normalWS, output.vertexSH);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uv0AndFogCoord.xy;
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
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half3 color = texColor.rgb * _BaseColor.rgb;
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half alpha = texColor.a * _BaseColor.a;
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AlphaDiscard(alpha, _Cutoff);
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#ifdef _ALPHAPREMULTIPLY_ON
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color *= alpha;
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#endif
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#if defined(_NORMALMAP)
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half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz;
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS));
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#else
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half3 normalWS = input.normalWS;
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#endif
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normalWS = NormalizeNormalPerPixel(normalWS);
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color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS);
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color = MixFog(color, input.uv0AndFogCoord.z);
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alpha = OutputAlpha(alpha, _Surface);
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return half4(color, alpha);
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}
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ENDHLSL
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}
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Pass
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{
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma target 2.0
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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 _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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#include "../../Core/CurvedWorldTransform.cginc"
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#include "DepthOnlyPass.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{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaBakedLit
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl"
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ENDHLSL
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}
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Pass
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{
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Name "Universal2D"
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Tags{ "LightMode" = "Universal2D" }
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Blend[_SrcBlend][_DstBlend]
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ZWrite[_ZWrite]
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Cull[_Cull]
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HLSLPROGRAM
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
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ENDHLSL
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}
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//PassName "ScenePickingPass"
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Pass
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{
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Name "ScenePickingPass"
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Tags { "LightMode" = "Picking" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#pragma target 3.0
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#pragma multi_compile_instancing
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#pragma vertex vertEditorPass
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#pragma fragment fragScenePickingPass
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#include "../../Core/SceneSelection.cginc"
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ENDCG
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} //Pass "ScenePickingPass"
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//PassName "SceneSelectionPass"
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Pass
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{
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Name "SceneSelectionPass"
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Tags { "LightMode" = "SceneSelectionPass" }
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BlendOp Add
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Blend One Zero
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ZWrite On
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Cull Off
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CGPROGRAM
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#include "HLSLSupport.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityShaderUtilities.cginc"
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#pragma target 3.0
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ALPHAPREMULTIPLY_ON
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#pragma multi_compile_instancing
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#pragma vertex vertEditorPass
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#pragma fragment fragSceneHighlightPass
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#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE
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#define CURVEDWORLD_BEND_ID_1
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#pragma shader_feature_local CURVEDWORLD_DISABLED_ON
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#include "../../Core/SceneSelection.cginc"
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ENDCG
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} //Pass "SceneSelectionPass"
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}
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FallBack "Universal Render Pipeline/Unlit"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.CurvedWorld_BakedLitShader"
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}
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