349 lines
14 KiB
Plaintext
349 lines
14 KiB
Plaintext
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Shader "Amazing Assets/Curved World/Lit"
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{
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Properties
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{
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[CurvedWorldBendSettings] _CurvedWorldBendSettings("0,5,7,10,11,15,19,20,27|1|1", Vector) = (0, 0, 0, 0)
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// Specular vs Metallic workflow
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[HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0
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[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
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_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
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_SpecGlossMap("Specular", 2D) = "white" {}
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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// Blending state
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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("__zw", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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_ReceiveShadows("Receive Shadows", Float) = 1.0
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// Editmode props
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[HideInInspector] _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) = (1, 1, 1, 1)
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[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
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[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
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[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
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}
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SubShader
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{
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// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
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// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
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// material work with both Universal Render Pipeline and Builtin Unity Pipeline
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Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True"}
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LOD 300
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// ------------------------------------------------------------------
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// Forward pass. Shades all light in a single pass. GI + emission + Fog
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Pass
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{
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// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
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// no LightMode tag are also rendered by Universal Render Pipeline
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Name "ForwardLit"
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Tags{"LightMode" = "UniversalForward"}
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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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// All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default
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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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// -------------------------------------
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// Material Keywords
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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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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICSPECGLOSSMAP
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _OCCLUSIONMAP
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#pragma shader_feature _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature _SPECULAR_SETUP
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#pragma shader_feature _RECEIVE_SHADOWS_OFF
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// -------------------------------------
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// Universal Pipeline keywords
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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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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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_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 "LitForwardPass.hlsl"
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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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ZWrite On
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ZTest LEqual
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ColorMask 0
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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 target 2.0
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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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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_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 "ShadowCasterPass.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{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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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 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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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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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/LitInput.hlsl"
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#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_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 //Depth does need Normal Transform
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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 UniversalFragmentMeta
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#pragma shader_feature _SPECULAR_SETUP
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#pragma shader_feature _EMISSION
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#pragma shader_feature _METALLICSPECGLOSSMAP
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#pragma shader_feature _ALPHATEST_ON
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#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _SPECGLOSSMAP
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.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/LitInput.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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#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_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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#pragma shader_feature_local CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE CURVEDWORLD_BEND_TYPE_LITTLEPLANET_Y CURVEDWORLD_BEND_TYPE_CYLINDRICALTOWER_X CURVEDWORLD_BEND_TYPE_CYLINDRICALROLLOFF_Z CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALHORIZONTALDOUBLE_X CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_POSITIVE CURVEDWORLD_BEND_TYPE_SPIRALVERTICAL_X_NEGATIVE CURVEDWORLD_BEND_TYPE_TWISTEDSPIRAL_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 "Hidden/Universal Render Pipeline/FallbackError"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.CurvedWorld_LitShader"
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}
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