SRP Additional Light.asset 39 KB

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  13. m_Name: SRP Additional Light
  14. m_EditorClassIdentifier:
  15. m_functionInfo: "// Made with Amplify Shader Editor v1.9.7\n// Available at the
  16. Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=19700\nNode;AmplifyShaderEditor.CommentaryNode;217;-2384,-2720;Inherit;False;1216.846;399.0698;;6;32;231;216;215;182;214;Shadow
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  21. Additional Directives ;;0,0,0,1;Unlit URP 10x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX
  22. _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit
  23. URP 12x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
  24. multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit URP 14x$#pragma multi_compile
  25. _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment
  26. _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit URP
  27. 15x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
  28. multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit
  29. URP 16x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
  30. multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit
  31. URP 17x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma
  32. multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$;0;0\nNode;AmplifyShaderEditor.GetLocalVarNode;114;-704,-2624;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;116;-736,-2528;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.GetLocalVarNode;115;-672,-2432;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;138;128,-2624;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;121;-256,-2624;Inherit;False;float3
  33. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
  34. (uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
  35. >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
  36. light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\tColor +=
  37. light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t}$#endif$return
  38. Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask10x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;120;-256,-2528;Inherit;False;float3
  39. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
  40. lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
  41. WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
  42. WorldPosition)@$\t\t#endif$\t\tColor += light.color *(light.distanceAttenuation
  43. * light.shadowAttenuation)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask12x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;175;-256,-2304;Inherit;False;float3
  44. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
  45. += Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
  46. inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
  47. = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
  48. pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop]
  49. for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
  50. lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
  51. GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
  52. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
  53. light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
  54. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  55. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
  56. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask17x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;122;-256,-2432;Inherit;False;float3
  57. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor
  58. += Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData
  59. inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
  60. = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
  61. pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor
  62. (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
  63. lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
  64. GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
  65. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
  66. light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
  67. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  68. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT(
  69. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask14x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;139;-672,-1312;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;140;-736,-1504;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;119;-704,-1600;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;141;-736,-1408;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;129;-256,-1600;Inherit;False;float3
  70. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
  71. (uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
  72. >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
  73. light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
  74. = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
  75. +=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\t}$#endif$return
  76. Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;130;-256,-1472;Inherit;False;float3
  77. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
  78. lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
  79. WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
  80. WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
  81. * light.shadowAttenuation)@$\t\tColor +=LightingLambert(AttLightColor, light.direction,
  82. WorldNormal)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;136;-256,-1344;Inherit;False;float3
  83. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
  84. AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
  85. )@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
  86. )@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
  87. = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
  88. = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
  89. USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
  90. MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
  91. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  92. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
  93. light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
  94. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  95. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
  96. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;173;-256,-1200;Inherit;False;float3
  97. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3
  98. AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
  99. )@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal
  100. )@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV
  101. = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers
  102. = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if
  103. USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
  104. MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight
  105. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  106. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
  107. light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
  108. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  109. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT(
  110. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask17x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;137;128,-1600;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;163;-672,1424;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;169;-736,1536;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionInput;18;-672,1344;Inherit;False;Smoothness;1;4;False;1;0;FLOAT;0.5;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionInput;14;-672,1248;Inherit;False;Specular
  111. Color;3;3;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;164;-256,1328;Inherit;False;float3
  112. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
  113. + 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color
  114. * ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular(
  115. AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
  116. Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV
  117. = ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers =
  118. GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if
  119. USE_FORWARD_PLUS$for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
  120. MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light
  121. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if
  122. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR(
  123. light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
  124. GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
  125. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
  126. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask14x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;170;-256,1568;Inherit;False;float3
  127. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness
  128. + 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color
  129. * ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular(
  130. AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ),
  131. Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV
  132. = ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers =
  133. GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if
  134. USE_FORWARD_PLUS$[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT,
  135. MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light
  136. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if
  137. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR(
  138. light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light =
  139. GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
  140. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR(
  141. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask17x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;144;-704,-368;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;145;-736,-272;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;146;-672,-80;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;153;-736,-176;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;161;160,912;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput;15;-640,1120;Inherit;False;View
  142. Dir;3;2;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;131;-736,992;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;159;-704,912;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.ViewDirInputsCoordNode;16;-848,1120;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode;160;-256,912;Inherit;False;float3
  143. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
  144. lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex
  145. < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light
  146. = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
  147. light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
  148. = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
  149. += LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor,
  150. 0), Smoothness)@\t$\t}$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask10x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;162;-256,1120;Inherit;False;float3
  151. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint
  152. lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\t#if
  153. ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition,
  154. ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3
  155. AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
  156. += LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor,
  157. 0), Smoothness)@\t$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask12x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;150;-256,-368;Inherit;False;float3
  158. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor
  159. (uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION
  160. >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight
  161. light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor
  162. = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor
  163. +=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\t}$#endif$return
  164. Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;151;-256,-240;Inherit;False;float3
  165. Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN(
  166. lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex,
  167. WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex,
  168. WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation
  169. * light.shadowAttenuation)@$\t\tColor +=(dot(light.direction, WorldNormal)*0.5+0.5
  170. )* AttLightColor@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;152;-256,-112;Inherit;False;float3
  171. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
  172. AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
  173. )@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
  174. inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
  175. = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
  176. pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor
  177. (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
  178. lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
  179. GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
  180. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
  181. light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
  182. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  183. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
  184. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;171;-256,32;Inherit;False;float3
  185. Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3
  186. AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation
  187. )@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData
  188. inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS
  189. = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint
  190. pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop]
  191. for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@
  192. lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light =
  193. GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif
  194. (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
  195. light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight
  196. light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef
  197. _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT(
  198. light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask17x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;167;128,-368;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;185;-1472,-2144;Inherit;False;worldNormalValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;183;-1952,-1552;Inherit;False;ScreenUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;214;-1904,-2656;Inherit;False;9;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;182;-1424,-2656;Inherit;False;shadowMaskValue;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;215;-2144,-2656;Half;False;#if
  199. defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$return SAMPLE_SHADOWMASK(
  200. LightmapUV.xy )@$#elif !defined (LIGHTMAP_ON)$return unity_ProbesOcclusion@$#else$return
  201. half4( 1, 1, 1, 1 )@$#endif;4;Create;1;True;LightmapUV;FLOAT2;0,0;In;;Inherit;False;Calculate
  202. Shadow Mask 10x;True;False;0;;False;1;0;FLOAT2;0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;216;-2144,-2560;Half;False;#if
  203. defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$half4 shadowMask = inputData.shadowMask@$#elif
  204. !defined (LIGHTMAP_ON)$half4 shadowMask = unity_ProbesOcclusion@$#else$half4
  205. shadowMask = half4(1, 1, 1, 1)@$#endif$$return shadowMask@$;4;Create;0;Calculate
  206. Shadow Mask;True;False;0;;False;0;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionNode;231;-2352,-2656;Inherit;False;Lightmap
  207. UV;-1;;1;1940f027d0458684eb0ad486f669d7d5;1,1,0;0;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionInput;32;-1648,-2656;Inherit;False;Shadow
  208. Mask;4;5;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.Vector3Node;10;-2352,-2144;Inherit;False;Constant;_Vector0;Vector
  209. 0;0;0;Create;True;0;0;0;False;0;False;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionInput;11;-2000,-1984;Inherit;False;World
  210. Normal;3;1;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwizzleNode;76;-2112,-1552;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionSwitch;9;-1792,-2144;Inherit;False;Normal
  211. Space;False;0;2;1;Tangent Space;World Space;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WorldNormalVector;4;-2208,-1984;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldNormalVector;12;-2000,-2144;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldPosInputsNode;3;-2352,-1168;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.ScreenPosInputsNode;73;-2336,-1552;Inherit;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.FunctionInput;2;-2160,-2144;Inherit;False;Normal;3;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;184;-2128,-1168;Inherit;False;worldPosValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;232;768,880;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;234;704,944;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;191;752,928;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;21;1440,-2480;Inherit;False;Constant;_Vector1;Vector
  212. 1;0;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionSwitchByPipeline;19;1696,-2624;Inherit;False;4;0;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;218;1344,-2368;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;230;1312,-2336;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;6;1408,-2624;Inherit;False;Lighting
  213. Mode;False;0;3;0;Flat;Lambert;Specular;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;189;720,-400;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;235;704,-352;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;238;656,-336;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;23;1120,-2544;Inherit;False;Half
  214. Lambert;True;0;2;2;In 0;In 1;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;9;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;186;688,-2480;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;188;720,-2416;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;190;752,-2320;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;180;784,-2624;Inherit;False;LightingMode(
  215. Flat );1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;179;784,-2544;Inherit;False;LightingMode(
  216. Lambert );1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;178;784,-2464;Inherit;False;LightingMode(
  217. Lambert Half );1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSubtitle;177;784,-2368;Inherit;False;LightingMode(
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  219. m_functionName:
  220. m_description: 'Returns SRP''s additional lights information calculated with the
  221. selected lighting mode.
  222. Shadow mask option only applied on SRP 10 or greater.
  223. Forward rendering only.'
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  233. m_moduleName: ' Additional Directives'
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