Shader /*ase_name*/ "Hidden/Universal/2D Lit" /*end*/ { Properties { /*ase_props*/ [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { /*ase_subshader_options:Name=Additional Options Option:Vertex Position:Absolute,Relative:Relative Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1 Absolute:SetPortName:Sprite Lit:4,Vertex Position Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1 Relative:SetPortName:Sprite Lit:4,Vertex Offset Option:Debug Display:false,true:false true:SetDefine:pragma multi_compile _ DEBUG_DISPLAY false,disable:RemoveDefine:pragma multi_compile _ DEBUG_DISPLAY Option:External Alpha:false,true:false true:SetDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA false,disable:RemoveDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA */ Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Transparent" "Queue" = "Transparent+0" "UniversalMaterialType" = "Lit" "ShaderGraphShader"="true" "ShaderGraphTargetId"="" } Cull Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles #pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" ENDHLSL /*ase_pass*/ Pass { Name "Sprite Lit" Tags { "LightMode" = "Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0,0 ColorMask RGBA /*ase_stencil*/ HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define VARYINGS_NEED_SCREENPOSITION #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITELIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT(0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT(1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT(2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT(3) #endif #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" /*ase_pragma*/ /*ase_globals*/ struct VertexInput { float4 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; /*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float4 screenPosition : TEXCOORD2; float3 positionWS : TEXCOORD3; /*ase_interp(4,):sp=sp;uv0=tc0;*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex); float _EnableAlphaTexture; #endif /*ase_funcs*/ VertexOutput vert( VertexInput v /*ase_vert_input*/ ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normal = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VNormal*/v.normal/*end*/; v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;6;-1;_VTangent*/v.tangent.xyz/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); o.positionCS = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; o.texCoord0 = v.uv0; o.color = v.color; o.screenPosition = vertexInput.positionNDC; return o; } half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); /*ase_local_var:wp*/float3 positionWS = IN.positionWS.xyz; /*ase_frag_code:IN=VertexOutput*/ float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/; float4 Mask = /*ase_frag_out:Mask;Float4;2;-1;_Mask*/float4(1,1,1,1)/*end*/; float3 Normal = /*ase_frag_out:Normal;Float3;3;-1;_Normal*/float3( 0, 0, 1 )/*end*/; #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture); #endif SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); InputData2D inputData; InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); SETUP_DEBUG_DATA_2D(inputData, positionWS); return CombinedShapeLightShared(surfaceData, inputData); Color *= IN.color; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass:SyncP*/ Name "Sprite Normal" Tags { "LightMode" = "NormalsRendering" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0,0 ColorMask RGBA /*ase_stencil*/ HLSLPROGRAM #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITENORMAL #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" /*ase_pragma*/ /*ase_globals*/ struct VertexInput { float4 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; /*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 tangentWS : TEXCOORD3; float3 bitangentWS : TEXCOORD4; /*ase_interp(5,):sp=sp;uv0=tc0;c=tc1;wn=tc2;wt=tc3;wbt=tc4*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; /*ase_funcs*/ VertexOutput vert( VertexInput v /*ase_vert_input*/ ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/; v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); o.texCoord0 = v.uv0; o.color = v.color; o.positionCS = vertexInput.positionCS; float3 normalWS = TransformObjectToWorldNormal(v.normal); o.normalWS = -GetViewForwardDir(); float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); o.tangentWS = normalize(tangentWS); half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w; return o; } half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); /*ase_frag_code:IN=VertexOutput*/ float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/; float3 Normal = /*ase_frag_out:Normal;Float3;2;-1;_Normal*/float3( 0, 0, 1 )/*end*/; Color *= IN.color; return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass:SyncP*/ Name "Sprite Forward" Tags { "LightMode" = "UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0,0 ColorMask RGBA /*ase_stencil*/ HLSLPROGRAM #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITEFORWARD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" /*ase_pragma*/ /*ase_globals*/ struct VertexInput { float4 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; /*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 positionWS : TEXCOORD2; /*ase_interp(3,):sp=sp;uv0=tc0;c=tc1*/ UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); float _EnableAlphaTexture; #endif /*ase_funcs*/ VertexOutput vert( VertexInput v /*ase_vert_input*/ ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/; v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); o.positionCS = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; o.texCoord0 = v.uv0; o.color = v.color; return o; } half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); /*ase_local_var:wp*/float3 positionWS = IN.positionWS.xyz; /*ase_frag_code:IN=VertexOutput*/ float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/; #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, surfaceData); InputData2D inputData; InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); half4 debugColor = 0; SETUP_DEBUG_DATA_2D(inputData, positionWS); if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); #endif Color *= IN.color; return Color; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" } Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" /*ase_pragma*/ /*ase_globals*/ struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; /*ase_vdata:p=p;n=n;t=t*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; /*ase_interp(0,):sp=sp*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; int _ObjectId; int _PassValue; /*ase_funcs*/ VertexOutput vert(VertexInput v /*ase_vert_input*/) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); float3 positionWS = TransformObjectToWorld(v.positionOS); o.positionCS = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN/*ase_frag_input*/) : SV_TARGET { /*ase_frag_code:IN=VertexOutput*/ float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/; half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } /*ase_pass*/ Pass { /*ase_hide_pass*/ Name "ScenePickingPass" Tags { "LightMode" = "Picking" } Cull Off HLSLPROGRAM #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" /*ase_unity_cond_begin:>=20220316*/ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" /*ase_unity_cond_end*/ /*ase_unity_cond_begin:>=20220316*/ #if ASE_SRP_VERSION >=140009 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif /*ase_unity_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" /*ase_srp_cond_begin:>=140007*/ #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif /*ase_srp_cond_end*/ #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" /*ase_pragma*/ /*ase_globals*/ struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; /*ase_vdata:p=p;n=n;t=t*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; /*ase_interp(0,):sp=sp*/ UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 _SelectionID; /*ase_funcs*/ VertexOutput vert(VertexInput v /*ase_vert_input*/ ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); /*ase_vert_code:v=VertexInput;o=VertexOutput*/ #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz); float3 positionWS = TransformObjectToWorld(v.positionOS); o.positionCS = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET { /*ase_frag_code:IN=VertexOutput*/ float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/; half4 outColor = _SelectionID; return outColor; } ENDHLSL } /*ase_pass_end*/ } CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" FallBack "Hidden/Shader Graph/FallbackError" }