#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
#define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"


//Advnaced Dissolve
#include "AdvancedDissolve_Alpha.hlsl"


struct Attributes
{
    float4 position     : POSITION;
    float3 normal       : NORMAL;
    float2 texcoord     : TEXCOORD0;
    UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
    float2 uv           : TEXCOORD0;
    float4 positionCS   : SV_POSITION;
    UNITY_VERTEX_INPUT_INSTANCE_ID
    UNITY_VERTEX_OUTPUT_STEREO

    //Advanced Dissolve
	float3 positionOS    : TEXCOORD2;
    float3 normalOS      : TEXCOORD3;

	ADVANCED_DISSOLVE_UV(4)
};

Varyings DepthOnlyVertex(Attributes input)
{
    Varyings output = (Varyings)0;
    UNITY_SETUP_INSTANCE_ID(input);
    UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);


#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
      CURVEDWORLD_TRANSFORM_VERTEX(input.position)
#endif


    output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
    output.positionCS = TransformObjectToHClip(input.position.xyz);


    //Advanced Dissolve 
	output.positionOS = input.position.xyz;
	output.normalOS = input.normal;

	ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS)

     
    return output;
}

half4 DepthOnlyFragment(Varyings input) : SV_TARGET
{
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);


//Advanced Dissolve////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if defined(_AD_STATE_ENABLED)

    float4 dissolveBase = 0;
    #if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR)
        dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv);
        dissolveBase.rgb *= _BaseColor.rgb;
    #endif

	ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_OS(input, dissolveBase, input.positionOS, input.normalOS)

    #if !defined(_ALPHATEST_ON)
        AdvancedDissolveClip(cutoutSource);
    #endif

#endif
//Advanced Dissolve/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////



    #if defined(_AD_STATE_ENABLED)
    	AdvancedDissolve_Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff, cutoutSource);
    #else
    	Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
    #endif
    
    return 0;
}
#endif