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SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
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{
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SurfaceDescriptionInputs output;
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ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
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$splice(CustomInterpolatorCopyToSDI)
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$SurfaceDescriptionInputs.WorldSpaceNormal: // must use interpolated tangent, bitangent and normal before they are normalized in the pixel shader.
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$SurfaceDescriptionInputs.WorldSpaceNormal: float3 unnormalizedNormalWS = input.normalWS;
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$SurfaceDescriptionInputs.WorldSpaceNormal: const float renormFactor = 1.0 / length(unnormalizedNormalWS);
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: // use bitangent on the fly like in hdrp
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: float3 bitang = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
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$SurfaceDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = renormFactor*input.normalWS.xyz; // we want a unit length Normal Vector node in shader graph
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$SurfaceDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = normalize(mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_M)); // transposed multiplication by inverse matrix to handle normal scale
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$SurfaceDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = mul(output.WorldSpaceNormal, (float3x3) UNITY_MATRIX_I_V); // transposed multiplication by inverse matrix to handle normal scale
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$SurfaceDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
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$SurfaceDescriptionInputs.WorldSpaceTangent: // to preserve mikktspace compliance we use same scale renormFactor as was used on the normal.
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$SurfaceDescriptionInputs.WorldSpaceTangent: // This is explained in section 2.2 in "surface gradient based bump mapping framework"
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$SurfaceDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = renormFactor*input.tangentWS.xyz;
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$SurfaceDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = renormFactor*bitang;
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$SurfaceDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = TransformWorldToObjectDir(output.WorldSpaceTangent);
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$SurfaceDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
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$SurfaceDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = TransformWorldToObjectDir(output.WorldSpaceBiTangent);
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$SurfaceDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
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$SurfaceDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
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$SurfaceDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = normalize(input.viewDirectionWS);
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$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
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$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
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$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
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$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionWS;
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$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionWS);
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$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionWS);
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$SurfaceDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionWS);
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$SurfaceDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = input.positionPredisplacementWS;
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$SurfaceDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = TransformWorldToObject(input.positionPredisplacementWS);
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$SurfaceDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(input.positionPredisplacementWS);
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$SurfaceDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
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$SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement:output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(input.positionPredisplacementWS);
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$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
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$SurfaceDescriptionInputs.uv0: output.uv0 = input.texCoord0;
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$SurfaceDescriptionInputs.uv1: output.uv1 = input.texCoord1;
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$SurfaceDescriptionInputs.uv2: output.uv2 = input.texCoord2;
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$SurfaceDescriptionInputs.uv3: output.uv3 = input.texCoord3;
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$SurfaceDescriptionInputs.VertexColor: output.VertexColor = input.color;
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$SurfaceDescriptionInputs.VertexID: output.VertexID = input.vertexID;
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$SurfaceDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value
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#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
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#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false);
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#else
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#define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
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#endif
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$SurfaceDescriptionInputs.FaceSign: BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
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#undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN
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return output;
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}
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fileFormatVersion: 2
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guid: d3b47ff860a51904395688d633cb1018
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
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{
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VertexDescriptionInputs output;
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ZERO_INITIALIZE(VertexDescriptionInputs, output);
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$VertexDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = input.normalOS;
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$VertexDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
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$VertexDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = TransformWorldToViewDir(output.WorldSpaceNormal);
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$VertexDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
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$VertexDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = input.tangentOS.xyz;
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$VertexDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
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$VertexDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
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$VertexDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
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$VertexDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
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$VertexDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
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$VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
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$VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
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$VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS;
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$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
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$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition);
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$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
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$VertexDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
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$VertexDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = input.positionOS;
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$VertexDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = TransformObjectToWorld(input.positionOS);
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$VertexDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(output.WorldSpacePosition);
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$VertexDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
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$VertexDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
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$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);
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$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
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$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
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$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
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$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
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$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x);
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$VertexDescriptionInputs.uv0: output.uv0 = input.uv0;
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$VertexDescriptionInputs.uv1: output.uv1 = input.uv1;
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$VertexDescriptionInputs.uv2: output.uv2 = input.uv2;
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$VertexDescriptionInputs.uv3: output.uv3 = input.uv3;
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$VertexDescriptionInputs.VertexColor: output.VertexColor = input.color;
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$VertexDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz;
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$VertexDescriptionInputs.BoneWeights: output.BoneWeights = input.weights;
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$VertexDescriptionInputs.BoneIndices: output.BoneIndices = input.indices;
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$VertexDescriptionInputs.VertexID: output.VertexID = input.vertexID;
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return output;
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}
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fileFormatVersion: 2
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guid: 430a733c64a5c474787ac95203c2056b
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ShaderImporter:
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externalObjects: {}
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defaultTextures: []
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nonModifiableTextures: []
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userData:
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assetBundleName:
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assetBundleVariant:
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Pass
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{
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$splice(PassName)
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Tags
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{
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$splice(LightMode)
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}
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// Render State
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$splice(RenderState)
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// Debug
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$splice(Debug)
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// --------------------------------------------------
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// Pass
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HLSLPROGRAM
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// Pragmas
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$splice(PassPragmas)
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$splice(DotsInstancingOptions)
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$splice(HybridV1InjectedBuiltinProperties)
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// Keywords
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$splice(PassKeywords)
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$splice(GraphKeywords)
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// Defines
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$SurfaceType.Transparent: #define _SURFACE_TYPE_TRANSPARENT 1
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$AlphaClip: #define _AlphaClip 1
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$Normal: #define _NORMALMAP 1
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$BlendMode.Add: #define _BLENDMODE_ADD 1
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$BlendMode.Premultiply: #define _ALPHAPREMULTIPLY_ON 1
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$NormalDropOffTS: #define _NORMAL_DROPOFF_TS 1
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$NormalDropOffOS: #define _NORMAL_DROPOFF_OS 1
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$NormalDropOffWS: #define _NORMAL_DROPOFF_WS 1
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$Attributes.normalOS: #define ATTRIBUTES_NEED_NORMAL
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$Attributes.tangentOS: #define ATTRIBUTES_NEED_TANGENT
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$Attributes.uv0: #define ATTRIBUTES_NEED_TEXCOORD0
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$Attributes.uv1: #define ATTRIBUTES_NEED_TEXCOORD1
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$Attributes.uv2: #define ATTRIBUTES_NEED_TEXCOORD2
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$Attributes.uv3: #define ATTRIBUTES_NEED_TEXCOORD3
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$Attributes.color: #define ATTRIBUTES_NEED_COLOR
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$Attributes.vertexID: #define ATTRIBUTES_NEED_VERTEXID
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$Varyings.positionWS: #define VARYINGS_NEED_POSITION_WS
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$Varyings.positionPredisplacementWS: #define VARYINGS_NEED_POSITIONPREDISPLACEMENT_WS
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$Varyings.normalWS: #define VARYINGS_NEED_NORMAL_WS
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$Varyings.tangentWS: #define VARYINGS_NEED_TANGENT_WS
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$Varyings.texCoord0: #define VARYINGS_NEED_TEXCOORD0
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$Varyings.texCoord1: #define VARYINGS_NEED_TEXCOORD1
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$Varyings.texCoord2: #define VARYINGS_NEED_TEXCOORD2
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$Varyings.texCoord3: #define VARYINGS_NEED_TEXCOORD3
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$Varyings.color: #define VARYINGS_NEED_COLOR
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$Varyings.vertexID: #define VARYINGS_NEED_VERTEXID
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$Varyings.viewDirectionWS: #define VARYINGS_NEED_VIEWDIRECTION_WS
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$Varyings.bitangentWS: #define VARYINGS_NEED_BITANGENT_WS
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$Varyings.screenPosition: #define VARYINGS_NEED_SCREENPOSITION
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$Varyings.fogFactorAndVertexLight: #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
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$Varyings.cullFace: #define VARYINGS_NEED_CULLFACE
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$features.graphVertex: #define FEATURES_GRAPH_VERTEX
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$features.graphColorInterp: #define FEATURES_GRAPH_COLOR_INTERP
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$Universal.UseLegacySpriteBlocks: #define UNIVERSAL_USELEGACYSPRITEBLOCKS
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$splice(PassInstancing)
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$splice(GraphDefines)
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$splice(DotsInstancingVars)
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// Includes
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$splice(CustomInterpolatorPreInclude)
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$splice(PreGraphIncludes)
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// --------------------------------------------------
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// Structs and Packing
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$splice(CustomInterpolatorPrePacking)
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$splice(PassStructs)
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$splice(InterpolatorPack)
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// --------------------------------------------------
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// Graph
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// Graph Properties
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$splice(GraphProperties)
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// Graph Includes
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$splice(GraphIncludes)
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// -- Property used by ScenePickingPass
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#ifdef SCENEPICKINGPASS
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float4 _SelectionID;
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#endif
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// -- Properties used by SceneSelectionPass
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#ifdef SCENESELECTIONPASS
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int _ObjectId;
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int _PassValue;
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#endif
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// Graph Functions
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$splice(GraphFunctions)
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$splice(CustomInterpolatorPreVertex)
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// Graph Vertex
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$splice(GraphVertex)
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$splice(CustomInterpolatorPreSurface)
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// Graph Pixel
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$splice(GraphPixel)
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// --------------------------------------------------
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// Build Graph Inputs
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$features.graphVertex: $include("BuildVertexDescriptionInputs.template.hlsl")
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$features.graphPixel: $include("BuildSurfaceDescriptionInputs.template.hlsl")
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// --------------------------------------------------
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// Main
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$splice(PostGraphIncludes)
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ENDHLSL
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}
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fileFormatVersion: 2
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guid: 1d356e56081caed46bb576bcdf392666
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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