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335 lines
13 KiB
335 lines
13 KiB
3 years ago
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Shader "PeachValley/GameObjectLit"
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{
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Properties
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{
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_MainTex("Diffuse", 2D) = "white" {}
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_MaskTex("Mask", 2D) = "white" {}
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_NormalMap("Normal Map", 2D) = "bump" {}
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// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader.
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[HideInInspector] _Color("Tint", Color) = (1,1,1,1)
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[HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1)
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[HideInInspector] _Flip("Flip", Vector) = (1,1,1,1)
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[HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {}
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[HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0
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[Space]
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[Header(Edge)]
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[Toggle] _EFFECT_EDGE ("Enable Edge", Float) = 0
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_OutLineColor ("Outline color", Color) = (0.804, 0.2, 0, 1)//描边颜色
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_PixelSize ("Pixel Size", Range(0, 10)) = 6
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_DetectAlpha ("DetectAlpha", Range(0, 0.2)) = 0.1 //四周的点算alpha平均,若大于则显示描边
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_ImageCullAlpha ("ImageCullAlpha", Range(0, 1)) = 0.2 //当前所在的点若大于改值,则无条件原图
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// _Smooth ("Smooth", Range(1, 10)) = 10
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// _SmoothAlphaBase ("SmoothAlphaBase", Range(0, 1)) = 0.8
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_HaveEdgeEffect ("HaveEdgeEffect", Range(0, 1)) = 1
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[Space]
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[Header(Highlight)]
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[Toggle] _EFFECT_HIGHLIGHT("Enable Highlight", Float) = 0
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}
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SubShader
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{
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Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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Cull Off
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ZWrite Off
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Pass
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{
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Tags { "LightMode" = "Universal2D" }
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma vertex CombinedShapeLightVertex
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#pragma fragment CombinedShapeLightFragment
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
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#pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _EFFECT_EDGE _EFFECT_EDGE_ON
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#pragma multi_compile _EFFECT_HIGHLIGHT _EFFECT_HIGHLIGHT_ON
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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half4 color : COLOR;
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float2 uv : TEXCOORD0;
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half2 lightingUV : TEXCOORD1;
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#if defined(DEBUG_DISPLAY)
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float3 positionWS : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_MaskTex);
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SAMPLER(sampler_MaskTex);
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half4 _MainTex_ST;
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float4 _Color;
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half4 _RendererColor;
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#if USE_SHAPE_LIGHT_TYPE_0
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SHAPE_LIGHT(0)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_1
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SHAPE_LIGHT(1)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_2
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SHAPE_LIGHT(2)
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#endif
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#if USE_SHAPE_LIGHT_TYPE_3
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SHAPE_LIGHT(3)
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#endif
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Varyings CombinedShapeLightVertex(Attributes v)
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{
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Varyings o = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.positionCS = TransformObjectToHClip(v.positionOS);
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#if defined(DEBUG_DISPLAY)
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o.positionWS = TransformObjectToWorld(v.positionOS);
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#endif
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy);
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o.color = v.color * _Color * _RendererColor;
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return o;
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}
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// for edge
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half4 _OutLineColor;
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float _PixelSize;
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float2 _MainTex_TexelSize;
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float _DetectAlpha;
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float _ImageCullAlpha;
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// float _Smooth;
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// float _SmoothAlphaBase;
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half _HaveEdgeEffect;
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void Edge(inout half4 outColor, half2 changedUV)
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{
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_PixelSize = _PixelSize * _MainTex_TexelSize;
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// fixed4 color = tex2D(_MainTex, fixed2(changedUV.x, changedUV.y));
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half color1 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, half2(changedUV.x + _PixelSize, changedUV.y + _PixelSize)).a;
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half color2 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, half2(changedUV.x - _PixelSize, changedUV.y - _PixelSize)).a;
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half color3 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, half2(changedUV.x + _PixelSize, changedUV.y - _PixelSize)).a;
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half color4 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, half2(changedUV.x - _PixelSize, changedUV.y + _PixelSize)).a;
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half a = (color1 + color2 + color3 + color4) / 4;
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int if1 = step(outColor.a, _ImageCullAlpha);
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int if2 = step(a, _DetectAlpha);
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// outColor = outColor* (1 - _HaveEdgeEffect) + _HaveEdgeEffect *(if1 * (((1 - if2) * fixed4(_OutLineColor.rgb, pow(a + _SmoothAlphaBase, _Smooth) * _OutLineColor.a))) + color * (1 - if1));
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outColor = outColor* (1 - _HaveEdgeEffect) + _HaveEdgeEffect *(if1 * (((1 - if2) * _OutLineColor)) + outColor * (1 - if1));
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}
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void Outline(inout half4 outColor, half2 uv)
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{
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float totalAlpha = 1.0;
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[unroll(16)]
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for (int i = 1; i < _PixelSize + 1; i++) {
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half4 pixelUp = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + half2(0, i * _MainTex_TexelSize.y));
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half4 pixelDown = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - half2(0,i * _MainTex_TexelSize.y));
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half4 pixelRight = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv + half2(i * _MainTex_TexelSize.x, 0));
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half4 pixelLeft = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv - half2(i * _MainTex_TexelSize.x, 0));
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totalAlpha = totalAlpha * pixelUp.a * pixelDown.a * pixelRight.a * pixelLeft.a;
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}
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if (totalAlpha == 0) {
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outColor.rgba = half4(1, 1, 1, 1) * _OutLineColor;
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}
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}
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
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half4 CombinedShapeLightFragment(Varyings i) : SV_Target
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{
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const half4 main = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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const half4 mask = SAMPLE_TEXTURE2D(_MaskTex, sampler_MaskTex, i.uv);
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SurfaceData2D surfaceData;
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InputData2D inputData;
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InitializeSurfaceData(main.rgb, main.a, mask, surfaceData);
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InitializeInputData(i.uv, i.lightingUV, inputData);
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half4 outColor = CombinedShapeLightShared(surfaceData, inputData);
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#if _EFFECT_HIGHLIGHT_ON
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outColor.rgb *= half3(1.3, 1.3, 1.3);
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#endif
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#if _EFFECT_EDGE_ON
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// Edge(outColor, i.uv);
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Outline(outColor, i.uv);
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#endif
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return outColor;
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}
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ENDHLSL
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}
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Pass
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{
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Tags { "LightMode" = "NormalsRendering"}
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma vertex NormalsRenderingVertex
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#pragma fragment NormalsRenderingFragment
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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float4 tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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half4 color : COLOR;
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float2 uv : TEXCOORD0;
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half3 normalWS : TEXCOORD1;
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half3 tangentWS : TEXCOORD2;
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half3 bitangentWS : TEXCOORD3;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
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half4 _NormalMap_ST; // Is this the right way to do this?
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Varyings NormalsRenderingVertex(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(attributes);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.positionCS = TransformObjectToHClip(attributes.positionOS);
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o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
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o.color = attributes.color;
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o.normalWS = -GetViewForwardDir();
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o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
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o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w;
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return o;
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}
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
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half4 NormalsRenderingFragment(Varyings i) : SV_Target
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{
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const half4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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const half3 normalTS = UnpackNormal(SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, i.uv));
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return NormalsRenderingShared(mainTex, normalTS, i.tangentWS.xyz, i.bitangentWS.xyz, i.normalWS.xyz);
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}
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ENDHLSL
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}
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Pass
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{
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Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"}
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HLSLPROGRAM
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#pragma vertex UnlitVertex
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#pragma fragment UnlitFragment
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struct Attributes
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{
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float3 positionOS : POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD0;
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#if defined(DEBUG_DISPLAY)
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float3 positionWS : TEXCOORD2;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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float4 _MainTex_ST;
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float4 _Color;
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half4 _RendererColor;
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Varyings UnlitVertex(Attributes attributes)
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{
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Varyings o = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(attributes);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.positionCS = TransformObjectToHClip(attributes.positionOS);
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#if defined(DEBUG_DISPLAY)
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o.positionWS = TransformObjectToWorld(v.positionOS);
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#endif
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o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
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o.color = attributes.color * _Color * _RendererColor;
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return o;
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}
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float4 UnlitFragment(Varyings i) : SV_Target
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{
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float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);
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#if defined(DEBUG_DISPLAY)
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SurfaceData2D surfaceData;
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InputData2D inputData;
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half4 debugColor = 0;
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InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData);
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InitializeInputData(i.uv, inputData);
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SETUP_DEBUG_DATA_2D(inputData, i.positionWS);
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if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
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{
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return debugColor;
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}
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#endif
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return mainTex;
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}
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ENDHLSL
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}
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}
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Fallback "Sprites/Default"
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}
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