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							- #ifndef FLAT_KIT_STYLIZED_INPUT_INCLUDED
 
- #define FLAT_KIT_STYLIZED_INPUT_INCLUDED
 
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
 
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl"
 
- // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
 
- #ifndef FLATKIT_TERRAIN
 
- #if _FORWARD_PLUS && UNITY_VERSION < 600000
 
- CBUFFER_START(UnityPerMaterialNoBatching)
 
- #else
 
- CBUFFER_START(UnityPerMaterial)
 
- #endif
 
- #endif
 
- // See `SimpleLitInput.hlsl` and `LitInput.hlsl` for reference
 
- float4 _BaseMap_ST;
 
- float4 _DetailMap_ST;
 
- #ifndef FLATKIT_TERRAIN
 
- half4 _BaseColor;
 
- half _Cutoff;
 
- half _Surface;
 
- #endif
 
- half4 _EmissionColor;
 
- half4 _UnityShadowColor;
 
- // --- _CELPRIMARYMODE_SINGLE
 
- half4 _ColorDim;
 
- // --- _CELPRIMARYMODE_SINGLE
 
- // --- DR_SPECULAR_ON
 
- half4 _FlatSpecularColor;
 
- float _FlatSpecularSize;
 
- float _FlatSpecularEdgeSmoothness;
 
- // --- DR_SPECULAR_ON
 
- // --- DR_RIM_ON
 
- half4 _FlatRimColor;
 
- float _FlatRimSize;
 
- float _FlatRimEdgeSmoothness;
 
- float _FlatRimLightAlign;
 
- // --- DR_RIM_ON
 
- // --- _CELPRIMARYMODE_STEPS
 
- half4 _ColorDimSteps;
 
- sampler2D _CelStepTexture;
 
- // --- _CELPRIMARYMODE_STEPS
 
- // --- _CELPRIMARYMODE_CURVE
 
- half4 _ColorDimCurve;
 
- sampler2D _CelCurveTexture;
 
- // --- _CELPRIMARYMODE_CURVE
 
- // --- DR_CEL_EXTRA_ON
 
- half4 _ColorDimExtra;
 
- half _SelfShadingSizeExtra;
 
- half _ShadowEdgeSizeExtra;
 
- half _FlatnessExtra;
 
- // --- DR_CEL_EXTRA_ON
 
- // --- DR_GRADIENT_ON
 
- half4 _ColorGradient;
 
- half _GradientCenterX;
 
- half _GradientCenterY;
 
- half _GradientSize;
 
- half _GradientAngle;
 
- // --- DR_GRADIENT_ON
 
- half _TextureImpact;
 
- half _SelfShadingSize;
 
- half _ShadowEdgeSize;
 
- half _LightContribution;
 
- half _LightFalloffSize;
 
- half _Flatness;
 
- half _UnityShadowPower;
 
- half _UnityShadowSharpness;
 
- half _OverrideLightmapDir;
 
- half3 _LightmapDirection;
 
- half _DetailMapImpact;
 
- half4 _DetailMapColor;
 
- half4 _OutlineColor;
 
- half _OutlineWidth;
 
- half _OutlineScale;
 
- half _OutlineDepthOffset;
 
- half _CameraDistanceImpact;
 
- #ifndef FLATKIT_TERRAIN
 
- CBUFFER_END
 
- #endif
 
- #ifdef UNITY_DOTS_INSTANCING_ENABLED
 
-     UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _BaseColor)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _Cutoff)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _Surface)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _EmissionColor)
 
-         UNITY_DOTS_INSTANCED_PROP(float4 , _UnityShadowColor)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _ColorDim)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _FlatSpecularColor)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _FlatSpecularSize)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _FlatSpecularEdgeSmoothness)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _FlatRimColor)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _FlatRimSize)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _FlatRimEdgeSmoothness)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _FlatRimLightAlign)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimSteps)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimCurve)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _ColorDimExtra)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _SelfShadingSizeExtra)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _ShadowEdgeSizeExtra)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _FlatnessExtra)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _ColorGradient)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _GradientCenterX)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _GradientCenterY)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _GradientSize)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _GradientAngle)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _TextureImpact)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _SelfShadingSize)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _ShadowEdgeSize)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _LightContribution)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _LightFalloffSize)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _Flatness)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _UnityShadowPower)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _UnityShadowSharpness)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _OverrideLightmapDir)
 
-         UNITY_DOTS_INSTANCED_PROP(float3, _LightmapDirection)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _DetailMapImpact)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _DetailMapColor)
 
-         UNITY_DOTS_INSTANCED_PROP(float4, _OutlineColor)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _OutlineWidth)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _OutlineScale)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _OutlineDepthOffset)
 
-         UNITY_DOTS_INSTANCED_PROP(float , _CameraDistanceImpact)
 
-     UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
 
-     #define _BaseColor          UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _BaseColor)
 
-     #define _Cutoff             UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _Cutoff)
 
-     #define _Surface            UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _Surface)
 
-     #define _EmissionColor      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _EmissionColor)
 
-     #define _UnityShadowColor   UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _UnityShadowColor)
 
-     #define _ColorDim           UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDim)
 
-     #define _FlatSpecularColor  UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _FlatSpecularColor)
 
-     #define _FlatSpecularSize   UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _FlatSpecularSize)
 
-     #define _FlatSpecularEdgeSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _FlatSpecularEdgeSmoothness)
 
-     #define _FlatRimColor       UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _FlatRimColor)
 
-     #define _FlatRimSize        UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _FlatRimSize)
 
-     #define _FlatRimEdgeSmoothness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _FlatRimEdgeSmoothness)
 
-     #define _FlatRimLightAlign  UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _FlatRimLightAlign)
 
-     #define _ColorDimSteps      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimSteps)
 
-     #define _ColorDimCurve      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimCurve)
 
-     #define _ColorDimExtra      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorDimExtra)
 
-     #define _SelfShadingSizeExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _SelfShadingSizeExtra)
 
-     #define _ShadowEdgeSizeExtra UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _ShadowEdgeSizeExtra)
 
-     #define _FlatnessExtra      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _FlatnessExtra)
 
-     #define _ColorGradient      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _ColorGradient)
 
-     #define _GradientCenterX    UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _GradientCenterX)
 
-     #define _GradientCenterY    UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _GradientCenterY)
 
-     #define _GradientSize       UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _GradientSize)
 
-     #define _GradientAngle      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _GradientAngle)
 
-     #define _TextureImpact      UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _TextureImpact)
 
-     #define _SelfShadingSize    UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _SelfShadingSize)
 
-     #define _ShadowEdgeSize     UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _ShadowEdgeSize)
 
-     #define _LightContribution  UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _LightContribution)
 
-     #define _LightFalloffSize   UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _LightFalloffSize)
 
-     #define _Flatness           UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _Flatness)
 
-     #define _UnityShadowPower   UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _UnityShadowPower)
 
-     #define _UnityShadowSharpness UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _UnityShadowSharpness)
 
-     #define _OverrideLightmapDir UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _OverrideLightmapDir)
 
-     #define _LightmapDirection  UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float3 , _LightmapDirection)
 
-     #define _DetailMapImpact    UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _DetailMapImpact)
 
-     #define _DetailMapColor     UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _DetailMapColor)
 
-     #define _OutlineColor       UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4 , _OutlineColor)
 
-     #define _OutlineWidth       UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _OutlineWidth)
 
-     #define _OutlineScale       UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _OutlineScale)
 
-     #define _OutlineDepthOffset UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _OutlineDepthOffset)
 
-     #define _CameraDistanceImpact UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float  , _CameraDistanceImpact)
 
- #endif
 
- inline void InitializeSimpleLitSurfaceData(float2 uv, out SurfaceData outSurfaceData)
 
- {
 
-     outSurfaceData = (SurfaceData)0;
 
-     half4 albedo = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
 
-     outSurfaceData.alpha = albedo.a * _BaseColor.a;
 
-     AlphaDiscard(outSurfaceData.alpha, _Cutoff);
 
-     outSurfaceData.albedo = albedo.rgb;
 
-     #ifdef _ALPHAPREMULTIPLY_ON
 
-     outSurfaceData.albedo *= outSurfaceData.alpha;
 
-     #endif
 
-     outSurfaceData.metallic = 0.0; // unused
 
-     outSurfaceData.specular = 0.0; // unused
 
-     outSurfaceData.smoothness = 0.0; // unused
 
-     outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
 
-     outSurfaceData.occlusion = 1.0; // unused
 
-     outSurfaceData.emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
 
- }
 
- half4 SampleSpecularSmoothness(half2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap))
 
- {
 
-     half4 specularSmoothness = half4(0.0h, 0.0h, 0.0h, 1.0h);
 
-     return specularSmoothness;
 
- }
 
- #endif  // FLAT_KIT_STYLIZED_INPUT_INCLUDED
 
 
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