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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 = surfaceDescription.BaseColor.rgb;#ifdef _ALPHAPREMULTIPLY_ON    outSurfaceData.albedo *= outSurfaceData.alpha;#endif    half4 specularSmoothness = half4(surfaceDescription.Specular, surfaceDescription.Shininess * 128.0);    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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