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- void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData)
 
- {
 
-     inputData = (InputData)0;
 
-     inputData.positionWS = input.positionWS;
 
-     inputData.positionCS = input.positionCS;
 
-     #ifdef _NORMALMAP
 
-         // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped.
 
-         float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
 
-         float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz);
 
-         inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
 
-         #if _NORMAL_DROPOFF_TS
 
-             inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld);
 
-         #elif _NORMAL_DROPOFF_OS
 
-             inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS);
 
-         #elif _NORMAL_DROPOFF_WS
 
-             inputData.normalWS = surfaceDescription.NormalWS;
 
-         #endif
 
-     #else
 
-         inputData.normalWS = input.normalWS;
 
-     #endif
 
-     inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
 
-     inputData.viewDirectionWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
 
- #if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
 
-     inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
 
- #else
 
-     inputData.shadowCoord = float4(0, 0, 0, 0);
 
- #endif
 
-     inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
 
-     inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
 
- #if defined(DYNAMICLIGHTMAP_ON)
 
-     inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS);
 
- #else
 
-     inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS);
 
- #endif
 
-     inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
 
-     inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
 
-     #if defined(DEBUG_DISPLAY)
 
-     #if defined(DYNAMICLIGHTMAP_ON)
 
-     inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
 
-     #endif
 
-     #if defined(LIGHTMAP_ON)
 
-     inputData.staticLightmapUV = input.staticLightmapUV;
 
-     #else
 
-     inputData.vertexSH = input.sh;
 
-     #endif
 
-     #endif
 
- }
 
- PackedVaryings vert(Attributes input)
 
- {
 
-     Varyings output = (Varyings)0;
 
-     output = BuildVaryings(input);
 
-     PackedVaryings packedOutput = (PackedVaryings)0;
 
-     packedOutput = PackVaryings(output);
 
-     return packedOutput;
 
- }
 
- void PatchSimpleLitSurfaceData(SurfaceDescription surfaceDescription, out SurfaceData outSurfaceData)
 
- {
 
-     outSurfaceData = (SurfaceData)0;
 
-     
 
-     #if _ALPHATEST_ON
 
-         half alpha = surfaceDescription.Alpha;
 
-         clip(alpha - surfaceDescription.AlphaClipThreshold);
 
-     #elif _SURFACE_TYPE_TRANSPARENT
 
-         half alpha = surfaceDescription.Alpha;
 
-     #else
 
-         half alpha = 1;
 
-     #endif
 
-     
 
-     outSurfaceData.alpha = alpha;
 
-     outSurfaceData.albedo = AlphaModulate(surfaceDescription.BaseColor, alpha);;
 
- #ifdef _ALPHAPREMULTIPLY_ON
 
-     outSurfaceData.albedo *= outSurfaceData.alpha;
 
- #endif
 
-     half4 specularSmoothness = half4(surfaceDescription.Specular, surfaceDescription.Smoothness);
 
-     outSurfaceData.metallic = 0.0; // unused
 
-     outSurfaceData.specular = specularSmoothness.rgb;
 
-     outSurfaceData.smoothness = specularSmoothness.a;
 
-     outSurfaceData.normalTS = surfaceDescription.NormalTS;
 
-     outSurfaceData.occlusion = 1.0;
 
-     outSurfaceData.emission = surfaceDescription.Emission;
 
- }
 
- FragmentOutput frag(PackedVaryings packedInput)
 
- {
 
-     Varyings unpacked = UnpackVaryings(packedInput);
 
-     UNITY_SETUP_INSTANCE_ID(unpacked);
 
-     UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked);
 
-     
 
-     SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked);
 
-     SurfaceData surfaceData;
 
-     PatchSimpleLitSurfaceData(surfaceDescription, surfaceData);
 
-     
 
-     #if defined(LOD_FADE_CROSSFADE) && USE_UNITY_CROSSFADE
 
-         LODFadeCrossFade(unpacked.positionCS);
 
-     #endif
 
-     InputData inputData;
 
-     InitializeInputData(unpacked, surfaceDescription, inputData);
 
-     // TODO: Mip debug modes would require this, open question how to do this on ShaderGraph.
 
-     //SETUP_DEBUG_TEXTURE_DATA(inputData, unpacked.uv, _MainTex);
 
-     float3 specular = surfaceDescription.Specular;
 
- #ifdef _DBUFFER
 
-     ApplyDecal(unpacked.positionCS,
 
-         surfaceDescription.BaseColor,
 
-         specular,
 
-         inputData.normalWS,
 
-         1,
 
-         surfaceDescription.Occlusion,
 
-         surfaceDescription.Smoothness);
 
- #endif
 
-     Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
 
-     MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
 
-     half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
 
-     return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
 
- }
 
 
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