Files
2025-05-29 22:31:40 +03:00

24522 lines
1.6 MiB

Shader "NatureManufacture/HDRP/Lit/Top Cover"
{
Properties
{
_BaseColor("Base Color", Color) = (1, 1, 1, 0)
[NoScaleOffset]_BaseColorMap("Base Map", 2D) = "white" {}
[ToggleUI]_BaseUsePlanarUV("Base Use Planar UV", Float) = 0
_BaseTilingOffset("Base Tiling and Offset", Vector) = (1, 1, 0, 0)
[Normal][NoScaleOffset]_BaseNormalMap("Base Normal Map", 2D) = "bump" {}
_BaseNormalScale("Base Normal Scale", Range(0, 8)) = 1
[NoScaleOffset]_BaseMaskMap("Base Mask Map MT(R) AO(G) SM(A)", 2D) = "white" {}
_BaseMetallic("Base Metallic", Range(0, 1)) = 1
_BaseAORemapMin("Base AO Remap Min", Range(0, 1)) = 0
_BaseAORemapMax("Base AO Remap Max", Range(0, 1)) = 1
_BaseSmoothnessRemapMin("Base Smoothness Remap Min", Range(0, 1)) = 0
_BaseSmoothnessRemapMax("Base Smoothness Remap Max", Range(0, 1)) = 1
[ToggleUI]_USEDYNAMICCOVERTSTATICMASKF("Use Dynamic Cover (T) Static Mask (F)", Float) = 1
[NoScaleOffset]_CoverMaskA("Cover Mask (A)", 2D) = "white" {}
_CoverMaskPower("Cover Mask Power", Range(0, 10)) = 1
_Cover_Amount("Cover Amount", Range(0, 2)) = 2
_Cover_Amount_Grow_Speed("Cover Amount Grow Speed", Range(0, 3)) = 3
_Cover_Max_Angle("Cover Max Angle", Range(0.001, 90)) = 35
_Cover_Min_Height("Cover Min Height", Float) = -10000
_Cover_Min_Height_Blending("Cover Min Height Blending", Range(0, 500)) = 1
_CoverBaseColor("Cover Base Color", Color) = (1, 1, 1, 0)
[NoScaleOffset]_CoverBaseColorMap("Cover Base Map", 2D) = "white" {}
[ToggleUI]_CoverUsePlanarUV("Cover Use Planar UV", Float) = 1
_CoverTilingOffset("Cover Tiling Offset", Vector) = (1, 1, 0, 0)
[Normal][NoScaleOffset]_CoverNormalMap("Cover Normal Map", 2D) = "bump" {}
_CoverNormalScale("Cover Normal Scale", Range(0, 8)) = 1
_CoverNormalBlendHardness("Cover Normal Blend Hardness", Range(0, 8)) = 1
_CoverHardness("Cover Hardness", Range(0, 10)) = 5
_CoverHeightMapMin("Cover Height Map Min", Float) = 0
_CoverHeightMapMax("Cover Height Map Max", Float) = 1
_CoverHeightMapOffset("Cover Height Map Offset", Float) = 0
[NoScaleOffset]_CoverMaskMap("Cover Mask Map MT(R) AO(G) H(B) SM(A)", 2D) = "white" {}
_CoverMetallic("Cover Metallic", Range(0, 1)) = 1
_CoverAORemapMin("Cover AO Remap Min", Range(0, 1)) = 0
_CoverAORemapMax("Cover AO Remap Max", Range(0, 1)) = 1
_CoverSmoothnessRemapMin("Cover Smoothness Remap Min", Range(0, 1)) = 0
_CoverSmoothnessRemapMax("Cover Smoothness Remap Max", Range(0, 1)) = 1
[NoScaleOffset]_DetailMap("Detail Map Base (R) Ny(G) Sm(B) Nx(A)", 2D) = "white" {}
_DetailTilingOffset("Detail Tiling Offset", Vector) = (1, 1, 0, 0)
_DetailAlbedoScale("Detail Albedo Scale", Range(0, 2)) = 0
_DetailNormalScale("Detail Normal Scale", Range(0, 2)) = 0
_DetailSmoothnessScale("Detail Smoothness Scale", Range(0, 2)) = 0
_WetColor("Wet Color Vertex(R)", Color) = (0.7735849, 0.7735849, 0.7735849, 0)
_WetSmoothness("Wet Smoothness Vertex(R)", Range(0, 1)) = 1
[HideInInspector]_EmissionColor("Color", Color) = (1, 1, 1, 1)
[HideInInspector]_RenderQueueType("Float", Float) = 1
[HideInInspector][ToggleUI]_AddPrecomputedVelocity("Boolean", Float) = 0
[HideInInspector][ToggleUI]_DepthOffsetEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_ConservativeDepthOffsetEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_TransparentWritingMotionVec("Boolean", Float) = 0
[HideInInspector][ToggleUI]_AlphaCutoffEnable("Boolean", Float) = 0
[HideInInspector]_TransparentSortPriority("_TransparentSortPriority", Float) = 0
[HideInInspector][ToggleUI]_UseShadowThreshold("Boolean", Float) = 0
[HideInInspector][ToggleUI]_DoubleSidedEnable("Boolean", Float) = 0
[HideInInspector][Enum(Flip, 0, Mirror, 1, None, 2)]_DoubleSidedNormalMode("Float", Float) = 2
[HideInInspector]_DoubleSidedConstants("Vector4", Vector) = (1, 1, -1, 0)
[HideInInspector][Enum(Auto, 0, On, 1, Off, 2)]_DoubleSidedGIMode("Float", Float) = 0
[HideInInspector][ToggleUI]_TransparentDepthPrepassEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_TransparentDepthPostpassEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_PerPixelSorting("Boolean", Float) = 0
[HideInInspector]_SurfaceType("Float", Float) = 0
[HideInInspector]_BlendMode("Float", Float) = 0
[HideInInspector]_SrcBlend("Float", Float) = 1
[HideInInspector]_DstBlend("Float", Float) = 0
[HideInInspector]_DstBlend2("Float", Float) = 0
[HideInInspector]_AlphaSrcBlend("Float", Float) = 1
[HideInInspector]_AlphaDstBlend("Float", Float) = 0
[HideInInspector][ToggleUI]_ZWrite("Boolean", Float) = 1
[HideInInspector][ToggleUI]_TransparentZWrite("Boolean", Float) = 0
[HideInInspector]_CullMode("Float", Float) = 2
[HideInInspector][ToggleUI]_EnableFogOnTransparent("Boolean", Float) = 1
[HideInInspector]_CullModeForward("Float", Float) = 2
[HideInInspector][Enum(Front, 1, Back, 2)]_TransparentCullMode("Float", Float) = 2
[HideInInspector][Enum(UnityEngine.Rendering.HighDefinition.OpaqueCullMode)]_OpaqueCullMode("Float", Float) = 2
[HideInInspector]_ZTestDepthEqualForOpaque("Float", Int) = 3
[HideInInspector][Enum(UnityEngine.Rendering.CompareFunction)]_ZTestTransparent("Float", Float) = 4
[HideInInspector][ToggleUI]_TransparentBackfaceEnable("Boolean", Float) = 0
[HideInInspector][ToggleUI]_RequireSplitLighting("Boolean", Float) = 0
[HideInInspector][ToggleUI]_ReceivesSSR("Boolean", Float) = 1
[HideInInspector][ToggleUI]_ReceivesSSRTransparent("Boolean", Float) = 0
[HideInInspector][ToggleUI]_EnableBlendModePreserveSpecularLighting("Boolean", Float) = 1
[HideInInspector][ToggleUI]_SupportDecals("Boolean", Float) = 1
[HideInInspector][ToggleUI]_ExcludeFromTUAndAA("Boolean", Float) = 0
[HideInInspector]_StencilRef("Float", Int) = 0
[HideInInspector]_StencilWriteMask("Float", Int) = 6
[HideInInspector]_StencilRefDepth("Float", Int) = 8
[HideInInspector]_StencilWriteMaskDepth("Float", Int) = 9
[HideInInspector]_StencilRefMV("Float", Int) = 40
[HideInInspector]_StencilWriteMaskMV("Float", Int) = 41
[HideInInspector]_StencilRefDistortionVec("Float", Int) = 4
[HideInInspector]_StencilWriteMaskDistortionVec("Float", Int) = 4
[HideInInspector]_StencilWriteMaskGBuffer("Float", Int) = 15
[HideInInspector]_StencilRefGBuffer("Float", Int) = 10
[HideInInspector]_ZTestGBuffer("Float", Int) = 4
[HideInInspector][ToggleUI]_RayTracing("Boolean", Float) = 0
[HideInInspector][Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)]_RefractionModel("Float", Float) = 0
[HideInInspector][Enum(Standard, 1)]_MaterialID("_MaterialID", Float) = 1
[HideInInspector]_MaterialTypeMask("_MaterialTypeMask", Float) = 2
[HideInInspector][ToggleUI]_TransmissionEnable("Boolean", Float) = 1
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
Tags
{
"RenderPipeline"="HDRenderPipeline"
"RenderType"="HDLitShader"
"Queue"="Geometry+225"
"DisableBatching"="LODFading"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="HDLitSubTarget"
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// Render State
Cull [_CullMode]
ZWrite On
ColorMask 0
ZClip [_ZClip]
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_SHADOWS
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
// GraphFunctions: <None>
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
surface.Alpha = float(1);
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "META"
Tags
{
"LightMode" = "META"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ EDITOR_VISUALIZATION
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_LIGHT_TRANSPORT
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SCENEPICKINGPASS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_TEXCOORD3
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_POSITIONPREDISPLACEMENT_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_TEXCOORD3
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD1
#define FRAG_INPUTS_USE_TEXCOORD2
#define FRAG_INPUTS_USE_TEXCOORD3
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 uv3 : TEXCOORD3;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 positionPredisplacementRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord1;
float4 texCoord2;
float4 texCoord3;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord1 : INTERP2;
float4 texCoord2 : INTERP3;
float4 texCoord3 : INTERP4;
float4 color : INTERP5;
float3 positionRWS : INTERP6;
float3 positionPredisplacementRWS : INTERP7;
float3 normalWS : INTERP8;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord1.xyzw = input.texCoord1;
output.texCoord2.xyzw = input.texCoord2;
output.texCoord3.xyzw = input.texCoord3;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.positionPredisplacementRWS.xyz = input.positionPredisplacementRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord1 = input.texCoord1.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.texCoord3 = input.texCoord3.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.positionPredisplacementRWS = input.positionPredisplacementRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorVertMeshCustomInterpolation' */
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.positionPredisplacementRWS = input.positionPredisplacementRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord1 = input.texCoord1;
output.texCoord2 = input.texCoord2;
output.texCoord3 = input.texCoord3;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorVaryingsToFragInputs' */
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorCopyToSDI' */
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
// Render State
Cull [_CullMode]
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma editor_sync_compilation
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define SCENEPICKINGPASS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionRWS : INTERP4;
float3 normalWS : INTERP5;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
// Render State
Cull Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma editor_sync_compilation
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SCENESELECTIONPASS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionRWS : INTERP4;
float3 normalWS : INTERP5;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "MotionVectors"
Tags
{
"LightMode" = "MotionVectors"
}
// Render State
Cull [_CullMode]
ZWrite On
Stencil
{
WriteMask [_StencilWriteMaskMV]
Ref [_StencilRefMV]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile_fragment _ WRITE_DECAL_BUFFER_AND_RENDERING_LAYER
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_MOTION_VECTORS
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionRWS : INTERP4;
float3 normalWS : INTERP5;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "TransparentDepthPrepass"
Tags
{
"LightMode" = "TransparentDepthPrepass"
}
// Render State
Cull [_CullMode]
Blend One Zero
ZWrite On
Stencil
{
WriteMask [_StencilWriteMaskDepth]
Ref [_StencilRefDepth]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionRWS : INTERP4;
float3 normalWS : INTERP5;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float Alpha;
float3 NormalTS;
float Smoothness;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
surface.Alpha = float(1);
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "FullScreenDebug"
Tags
{
"LightMode" = "FullScreenDebug"
}
// Render State
Cull [_CullMode]
ZTest LEqual
ZWrite Off
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_FULL_SCREEN_DEBUG
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionRWS : INTERP4;
float3 normalWS : INTERP5;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassFullScreenDebug.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// Render State
Cull [_CullMode]
ZWrite On
Stencil
{
WriteMask [_StencilWriteMaskDepth]
Ref [_StencilRefDepth]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile_fragment _ WRITE_DECAL_BUFFER WRITE_RENDERING_LAYER
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_DEPTH_ONLY
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionRWS : INTERP4;
float3 normalWS : INTERP5;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags
{
"LightMode" = "GBuffer"
}
// Render State
Cull [_CullMode]
ZTest [_ZTestGBuffer]
Stencil
{
WriteMask [_StencilWriteMaskGBuffer]
Ref [_StencilRefGBuffer]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma multi_compile_fragment _ RENDERING_LAYERS
#pragma multi_compile_raytracing _ RENDERING_LAYERS
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_raytracing _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
#pragma multi_compile_raytracing _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_GBUFFER
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD1
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord1;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord1 : INTERP2;
float4 texCoord2 : INTERP3;
float4 color : INTERP4;
float3 positionRWS : INTERP5;
float3 normalWS : INTERP6;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord1.xyzw = input.texCoord1;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord1 = input.texCoord1.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
float4 VTPackedFeedback;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
{
surface.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
}
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord1 = input.texCoord1;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "Forward"
Tags
{
"LightMode" = "Forward"
}
// Render State
Cull [_CullModeForward]
Blend [_SrcBlend] [_DstBlend], [_AlphaSrcBlend] [_AlphaDstBlend]
Blend 1 One OneMinusSrcAlpha
Blend 2 One [_DstBlend2]
Blend 3 One [_DstBlend2]
Blend 4 One OneMinusSrcAlpha
ZTest [_ZTestDepthEqualForOpaque]
ZWrite [_ZWrite]
ColorMask [_ColorMaskTransparentVelOne] 1
ColorMask [_ColorMaskTransparentVelTwo] 2
Stencil
{
WriteMask [_StencilWriteMask]
Ref [_StencilRef]
CompFront Always
PassFront Replace
CompBack Always
PassBack Replace
}
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_raytracing _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
#pragma multi_compile_raytracing _ SHADOWS_SHADOWMASK
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
#pragma multi_compile _ USE_LEGACY_LIGHTMAPS
#pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH
#pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH
#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
#pragma multi_compile_fragment SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_FORWARD
#define SUPPORT_BLENDMODE_PRESERVE_SPECULAR_LIGHTING 1
#define HAS_LIGHTLOOP 1
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SHADER_LIT 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD1
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv1 : TEXCOORD1;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord1;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord1 : INTERP2;
float4 texCoord2 : INTERP3;
float4 color : INTERP4;
float3 positionRWS : INTERP5;
float3 normalWS : INTERP6;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord1.xyzw = input.texCoord1;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord1 = input.texCoord1.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
float4 VTPackedFeedback;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
{
surface.VTPackedFeedback = float4(1.0f,1.0f,1.0f,1.0f);
}
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord1 = input.texCoord1;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
builtinData.vtPackedFeedback = surfaceDescription.VTPackedFeedback;
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "RayTracingPrepass"
Tags
{
"LightMode" = "RayTracingPrepass"
}
// Render State
Cull [_CullMode]
Blend One Zero
ZWrite On
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 4.5
#pragma vertex Vert
#pragma fragment Frag
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile_instancing
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_CONSTANT
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
struct CustomInterpolators
{
};
#define USE_CUSTOMINTERP_SUBSTRUCT
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
#define HAVE_MESH_MODIFICATION
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct AttributesMesh
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 uv0 : TEXCOORD0;
float4 uv2 : TEXCOORD2;
float4 color : COLOR;
#if UNITY_ANY_INSTANCING_ENABLED || defined(ATTRIBUTES_NEED_INSTANCEID)
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct VaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float3 positionRWS;
float3 normalWS;
float4 tangentWS;
float4 texCoord0;
float4 texCoord2;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
struct VertexDescriptionInputs
{
float3 ObjectSpaceNormal;
float3 ObjectSpaceTangent;
float3 ObjectSpacePosition;
};
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
struct PackedVaryingsMeshToPS
{
SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 tangentWS : INTERP0;
float4 texCoord0 : INTERP1;
float4 texCoord2 : INTERP2;
float4 color : INTERP3;
float3 positionRWS : INTERP4;
float3 normalWS : INTERP5;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
};
PackedVaryingsMeshToPS PackVaryingsMeshToPS (VaryingsMeshToPS input)
{
PackedVaryingsMeshToPS output;
ZERO_INITIALIZE(PackedVaryingsMeshToPS, output);
output.positionCS = input.positionCS;
output.tangentWS.xyzw = input.tangentWS;
output.texCoord0.xyzw = input.texCoord0;
output.texCoord2.xyzw = input.texCoord2;
output.color.xyzw = input.color;
output.positionRWS.xyz = input.positionRWS;
output.normalWS.xyz = input.normalWS;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
VaryingsMeshToPS UnpackVaryingsMeshToPS (PackedVaryingsMeshToPS input)
{
VaryingsMeshToPS output;
output.positionCS = input.positionCS;
output.tangentWS = input.tangentWS.xyzw;
output.texCoord0 = input.texCoord0.xyzw;
output.texCoord2 = input.texCoord2.xyzw;
output.color = input.color.xyzw;
output.positionRWS = input.positionRWS.xyz;
output.normalWS = input.normalWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED || defined(VARYINGS_NEED_INSTANCEID)
output.instanceID = input.instanceID;
#endif
return output;
}
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
struct VertexDescription
{
float3 Position;
float3 Normal;
float3 Tangent;
};
VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
{
VertexDescription description = (VertexDescription)0;
description.Position = IN.ObjectSpacePosition;
description.Normal = IN.ObjectSpaceNormal;
description.Tangent = IN.ObjectSpaceTangent;
return description;
}
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh input)
{
VertexDescriptionInputs output;
ZERO_INITIALIZE(VertexDescriptionInputs, output);
output.ObjectSpaceNormal = input.normalOS;
output.ObjectSpaceTangent = input.tangentOS.xyz;
output.ObjectSpacePosition = input.positionOS;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
return output;
}
VertexDescription GetVertexDescription(AttributesMesh input, float3 timeParameters
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
// build graph inputs
VertexDescriptionInputs vertexDescriptionInputs = AttributesMeshToVertexDescriptionInputs(input);
// Override time parameters with used one (This is required to correctly handle motion vectors for vertex animation based on time)
// evaluate vertex graph
#ifdef HAVE_VFX_MODIFICATION
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
// Fetch the vertex graph properties for the particle instance.
GetElementVertexProperties(element, properties);
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs, properties);
#else
VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs);
#endif
return vertexDescription;
}
AttributesMesh ApplyMeshModification(AttributesMesh input, float3 timeParameters
#ifdef USE_CUSTOMINTERP_SUBSTRUCT
#ifdef TESSELLATION_ON
, inout VaryingsMeshToDS varyings
#else
, inout VaryingsMeshToPS varyings
#endif
#endif
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, timeParameters
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
// copy graph output to the results
input.positionOS = vertexDescription.Position;
input.normalOS = vertexDescription.Normal;
input.tangentOS.xyz = vertexDescription.Tangent;
return input;
}
#if defined(_ADD_CUSTOM_VELOCITY) // For shader graph custom velocity
// Return precomputed Velocity in object space
float3 GetCustomVelocity(AttributesMesh input
#ifdef HAVE_VFX_MODIFICATION
, AttributesElement element
#endif
)
{
VertexDescription vertexDescription = GetVertexDescription(input, _TimeParameters.xyz
#ifdef HAVE_VFX_MODIFICATION
, element
#endif
);
return vertexDescription.CustomVelocity;
}
#endif
FragInputs BuildFragInputs(VaryingsMeshToPS input)
{
FragInputs output;
ZERO_INITIALIZE(FragInputs, output);
// Init to some default value to make the computer quiet (else it output 'divide by zero' warning even if value is not used).
// TODO: this is a really poor workaround, but the variable is used in a bunch of places
// to compute normals which are then passed on elsewhere to compute other values...
output.tangentToWorld = k_identity3x3;
output.positionSS = input.positionCS; // input.positionCS is SV_Position
output.positionRWS = input.positionRWS;
output.tangentToWorld = BuildTangentToWorld(input.tangentWS, input.normalWS);
output.texCoord0 = input.texCoord0;
output.texCoord2 = input.texCoord2;
output.color = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
#else
#endif
#ifdef HAVE_VFX_MODIFICATION
// FragInputs from VFX come from two places: Interpolator or CBuffer.
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = asuint(UNITY_ACCESS_INSTANCED_PROP(PerInstance, _InstanceActiveIndex));
/* WARNING: $splice Could not find named fragment 'VFXLoadGraphValues' */
#endif
/* WARNING: $splice Could not find named fragment 'VFXSetFragInputs' */
#endif
// splice point to copy custom interpolator fields from varyings to frag inputs
return output;
}
// existing HDRP code uses the combined function to go directly from packed to frag inputs
FragInputs UnpackVaryingsMeshToFragInputs(PackedVaryingsMeshToPS input)
{
UNITY_SETUP_INSTANCE_ID(input);
#if defined(HAVE_VFX_MODIFICATION) && defined(UNITY_INSTANCING_ENABLED)
unity_InstanceID = input.instanceID;
#endif
VaryingsMeshToPS unpacked = UnpackVaryingsMeshToPS(input);
return BuildFragInputs(unpacked);
}
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassConstant.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
}
SubShader
{
Tags
{
"RenderPipeline"="HDRenderPipeline"
"RenderType"="HDLitShader"
"Queue"="Geometry+225"
"DisableBatching"="LODFading"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="HDLitSubTarget"
}
Pass
{
Name "IndirectDXR"
Tags
{
"LightMode" = "IndirectDXR"
}
// Render State
// RenderState: <None>
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 5.0
#pragma raytracing surface_shader
#pragma only_renderers d3d11 xboxseries ps5
// Keywords
#pragma multi_compile _ MULTI_BOUNCE_INDIRECT
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_raytracing _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_raytracing DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_raytracing _ DECAL_SURFACE_GRADIENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT
#define PUNCTUAL_SHADOW_LOW
#define DIRECTIONAL_SHADOW_LOW
#define RAYTRACING_SHADER_GRAPH_RAYTRACED
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER 1
#define PATH_TRACING_CLUSTERED_DECALS 1
#define HAS_LIGHTLOOP 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD1
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
//Interpolator Packs: <None>
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorCopyToSDI' */
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "VisibilityDXR"
Tags
{
"LightMode" = "VisibilityDXR"
}
// Render State
// RenderState: <None>
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 5.0
#pragma raytracing surface_shader
#pragma only_renderers d3d11 xboxseries ps5
// Keywords
#pragma multi_compile _ TRANSPARENT_COLOR_SHADOW
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY
#define RAYTRACING_SHADER_GRAPH_RAYTRACED
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
//Interpolator Packs: <None>
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorCopyToSDI' */
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "ForwardDXR"
Tags
{
"LightMode" = "ForwardDXR"
}
// Render State
// RenderState: <None>
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 5.0
#pragma raytracing surface_shader
#pragma only_renderers d3d11 xboxseries ps5
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_raytracing _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_RAYTRACING_FORWARD
#define PUNCTUAL_SHADOW_LOW
#define DIRECTIONAL_SHADOW_LOW
#define RAYTRACING_SHADER_GRAPH_RAYTRACED
#define HAS_LIGHTLOOP 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD1
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
//Interpolator Packs: <None>
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorCopyToSDI' */
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "GBufferDXR"
Tags
{
"LightMode" = "GBufferDXR"
}
// Render State
// RenderState: <None>
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 5.0
#pragma raytracing surface_shader
#pragma only_renderers d3d11 xboxseries ps5
// Keywords
#pragma multi_compile _ MINIMAL_GBUFFER
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_raytracing _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_raytracing DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_raytracing _ DECAL_SURFACE_GRADIENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER
#define PUNCTUAL_SHADOW_LOW
#define DIRECTIONAL_SHADOW_LOW
#define RAYTRACING_SHADER_GRAPH_RAYTRACED
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER 1
#define PATH_TRACING_CLUSTERED_DECALS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD1
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRayTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
//Interpolator Packs: <None>
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorCopyToSDI' */
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingGBuffer.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
Pass
{
Name "DebugDXR"
Tags
{
"LightMode" = "DebugDXR"
}
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 5.0
#pragma raytracing surface_shader
#pragma only_renderers d3d11 xboxseries ps5
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
// GraphIncludes: <None>
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRayTracingDebug.hlsl"
ENDHLSL
}
Pass
{
Name "PathTracingDXR"
Tags
{
"LightMode" = "PathTracingDXR"
}
// Render State
// RenderState: <None>
// Debug
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 5.0
#pragma raytracing surface_shader
#pragma only_renderers d3d11 xboxseries ps5
// Keywords
#pragma shader_feature _ _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local _ _DOUBLESIDED_ON
#pragma shader_feature_local _ _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _ _TRANSPARENT_WRITES_MOTION_VEC _TRANSPARENT_REFRACTIVE_SORT
#pragma shader_feature_local_fragment _ _ENABLE_FOG_ON_TRANSPARENT
#pragma multi_compile _ DEBUG_DISPLAY
#pragma shader_feature_local_fragment _ _DISABLE_DECALS
#pragma shader_feature_local_raytracing _ _DISABLE_DECALS
#pragma shader_feature_local_fragment _ _DISABLE_SSR
#pragma shader_feature_local_raytracing _ _DISABLE_SSR
#pragma shader_feature_local_fragment _ _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _ _DISABLE_SSR_TRANSPARENT
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile_fragment _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_raytracing _ PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_raytracing DECALS_OFF DECALS_3RT DECALS_4RT
#pragma multi_compile_raytracing _ DECAL_SURFACE_GRADIENT
#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE _REFRACTION_THIN
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_TRANSMISSION
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_ANISOTROPY
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_IRIDESCENCE
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_SPECULAR_COLOR
#pragma shader_feature_local_fragment _MATERIAL_FEATURE_COLORED_TRANSMISSION
#pragma shader_feature_local_raytracing _MATERIAL_FEATURE_COLORED_TRANSMISSION
// GraphKeywords: <None>
// Defines
#define SHADERPASS SHADERPASS_PATH_TRACING
#define PUNCTUAL_SHADOW_LOW
#define DIRECTIONAL_SHADOW_LOW
#define RAYTRACING_SHADER_GRAPH_DEFAULT
#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER 1
#define PATH_TRACING_CLUSTERED_DECALS 1
#define HAS_LIGHTLOOP 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
#define SUPPORT_GLOBAL_MIP_BIAS 1
// For custom interpolators to inject a substruct definition before FragInputs definition,
// allowing for FragInputs to capture CI's intended for ShaderGraph's SDI.
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */
// TODO: Merge FragInputsVFX substruct with CustomInterpolators.
#ifdef HAVE_VFX_MODIFICATION
struct FragInputsVFX
{
/* WARNING: $splice Could not find named fragment 'FragInputsVFX' */
};
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/GeometricTools.hlsl" // Required by Tessellation.hlsl
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Tessellation.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" // Required to be include before we include properties as it define DECLARE_STACK_CB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" // Required before including properties as it defines UNITY_TEXTURE_STREAMING_DEBUG_VARS
// Always include Shader Graph version
// Always include last to avoid double macros
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl" // Need to be here for Gradient struct definition
// --------------------------------------------------
// Defines
// Attribute
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_TEXCOORD1
#define ATTRIBUTES_NEED_TEXCOORD2
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TANGENT_TO_WORLD
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_TEXCOORD1
#define VARYINGS_NEED_TEXCOORD2
#define VARYINGS_NEED_COLOR
//Strip down the FragInputs.hlsl (on graphics), so we can only optimize the interpolators we use.
//if by accident something requests contents of FragInputs.hlsl, it will be caught as a compiler error
//Frag inputs stripping is only enabled when FRAG_INPUTS_ENABLE_STRIPPING is set
#if !defined(SHADER_STAGE_RAY_TRACING) && SHADERPASS != SHADERPASS_RAYTRACING_GBUFFER && SHADERPASS != SHADERPASS_FULL_SCREEN_DEBUG
#define FRAG_INPUTS_ENABLE_STRIPPING
#endif
#define FRAG_INPUTS_USE_TEXCOORD0
#define FRAG_INPUTS_USE_TEXCOORD1
#define FRAG_INPUTS_USE_TEXCOORD2
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
// Following two define are a workaround introduce in 10.1.x for RaytracingQualityNode
// The ShaderGraph don't support correctly migration of this node as it serialize all the node data
// in the json file making it impossible to uprgrade. Until we get a fix, we do a workaround here
// to still allow us to rename the field and keyword of this node without breaking existing code.
#ifdef RAYTRACING_SHADER_GRAPH_DEFAULT
#define RAYTRACING_SHADER_GRAPH_HIGH
#endif
#ifdef RAYTRACING_SHADER_GRAPH_RAYTRACED
#define RAYTRACING_SHADER_GRAPH_LOW
#endif
// end
#ifndef SHADER_UNLIT
// We need isFrontFace when using double sided - it is not required for unlit as in case of unlit double sided only drive the cullmode
// VARYINGS_NEED_CULLFACE can be define by VaryingsMeshToPS.FaceSign input if a IsFrontFace Node is included in the shader graph.
#if defined(_DOUBLESIDED_ON) && !defined(VARYINGS_NEED_CULLFACE)
#define VARYINGS_NEED_CULLFACE
#endif
#endif
// Specific Material Define
#define _AMBIENT_OCCLUSION 1
#define _SPECULAR_OCCLUSION_FROM_AO 1
#define _ENERGY_CONSERVING_SPECULAR 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif
// Caution: we can use the define SHADER_UNLIT onlit after the above Material include as it is the Unlit template who define it
// To handle SSR on transparent correctly with a possibility to enable/disable it per framesettings
// we should have a code like this:
// if !defined(_DISABLE_SSR_TRANSPARENT)
// pragma multi_compile _ WRITE_NORMAL_BUFFER
// endif
// i.e we enable the multicompile only if we can receive SSR or not, and then C# code drive
// it based on if SSR transparent in frame settings and not (and stripper can strip it).
// this is currently not possible with our current preprocessor as _DISABLE_SSR_TRANSPARENT is a keyword not a define
// so instead we used this and chose to pay the extra cost of normal write even if SSR transaprent is disabled.
// Ideally the shader graph generator should handle it but condition below can't be handle correctly for now.
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
#if !defined(_DISABLE_SSR_TRANSPARENT) && !defined(SHADER_UNLIT)
#define WRITE_NORMAL_BUFFER
#endif
#endif
// See Lit.shader
#if SHADERPASS == SHADERPASS_MOTION_VECTORS && defined(WRITE_DECAL_BUFFER_AND_RENDERING_LAYER)
#define WRITE_DECAL_BUFFER
#endif
#ifndef DEBUG_DISPLAY
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
// Don't do it with debug display mode as it is possible there is no depth prepass in this case
#if !defined(_SURFACE_TYPE_TRANSPARENT)
#if SHADERPASS == SHADERPASS_FORWARD
#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
#elif SHADERPASS == SHADERPASS_GBUFFER
#define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST
#endif
#endif
#endif
// Define _DEFERRED_CAPABLE_MATERIAL for shader capable to run in deferred pass
#if defined(SHADER_LIT) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define _DEFERRED_CAPABLE_MATERIAL
#endif
// Translate transparent motion vector define
#if (defined(_TRANSPARENT_WRITES_MOTION_VEC) || defined(_TRANSPARENT_REFRACTIVE_SORT)) && defined(_SURFACE_TYPE_TRANSPARENT)
#define _WRITE_TRANSPARENT_MOTION_VECTOR
#endif
// -- Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _BaseColor;
float4 _BaseColorMap_TexelSize;
float _BaseUsePlanarUV;
float4 _BaseTilingOffset;
float4 _BaseNormalMap_TexelSize;
float _BaseNormalScale;
float4 _BaseMaskMap_TexelSize;
float _BaseMetallic;
float _BaseAORemapMin;
float _BaseAORemapMax;
float _BaseSmoothnessRemapMin;
float _BaseSmoothnessRemapMax;
float _USEDYNAMICCOVERTSTATICMASKF;
float4 _CoverMaskA_TexelSize;
float _CoverMaskPower;
float _Cover_Amount;
float _Cover_Amount_Grow_Speed;
float _Cover_Max_Angle;
float _Cover_Min_Height;
float _Cover_Min_Height_Blending;
float4 _CoverBaseColor;
float4 _CoverBaseColorMap_TexelSize;
float _CoverUsePlanarUV;
float4 _CoverTilingOffset;
float4 _CoverNormalMap_TexelSize;
float _CoverNormalScale;
float _CoverNormalBlendHardness;
float _CoverHardness;
float _CoverHeightMapMin;
float _CoverHeightMapMax;
float _CoverHeightMapOffset;
float4 _CoverMaskMap_TexelSize;
float _CoverMetallic;
float _CoverAORemapMin;
float _CoverAORemapMax;
float _CoverSmoothnessRemapMin;
float _CoverSmoothnessRemapMax;
float4 _DetailMap_TexelSize;
float4 _DetailTilingOffset;
float _DetailAlbedoScale;
float _DetailNormalScale;
float _DetailSmoothnessScale;
float4 _WetColor;
float _WetSmoothness;
float4 _EmissionColor;
float _UseShadowThreshold;
float4 _DoubleSidedConstants;
UNITY_TEXTURE_STREAMING_DEBUG_VARS;
float _BlendMode;
float _EnableBlendModePreserveSpecularLighting;
float _RayTracing;
float _RefractionModel;
float _MaterialID;
float _MaterialTypeMask;
CBUFFER_END
// Object and Global properties
SAMPLER(SamplerState_Linear_Repeat_Aniso8);
TEXTURE2D(_BaseColorMap);
SAMPLER(sampler_BaseColorMap);
TEXTURE2D(_BaseNormalMap);
SAMPLER(sampler_BaseNormalMap);
TEXTURE2D(_BaseMaskMap);
SAMPLER(sampler_BaseMaskMap);
TEXTURE2D(_CoverMaskA);
SAMPLER(sampler_CoverMaskA);
TEXTURE2D(_CoverBaseColorMap);
SAMPLER(sampler_CoverBaseColorMap);
TEXTURE2D(_CoverNormalMap);
SAMPLER(sampler_CoverNormalMap);
TEXTURE2D(_CoverMaskMap);
SAMPLER(sampler_CoverMaskMap);
TEXTURE2D(_DetailMap);
SAMPLER(sampler_DetailMap);
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Includes
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingLightCluster.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
// GraphIncludes: <None>
// --------------------------------------------------
// Structs and Packing
struct SurfaceDescriptionInputs
{
float3 WorldSpaceNormal;
float3 TangentSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
float4 uv0;
float4 uv2;
float4 VertexColor;
};
//Interpolator Packs: <None>
// --------------------------------------------------
// Graph
// Graph Functions
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA, out float3 RGB, out float2 RG)
{
RGBA = float4(R, G, B, A);
RGB = float3(R, G, B);
RG = float2(R, G);
}
void Unity_Divide_float(float A, float B, out float Out)
{
Out = A / B;
}
void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Branch_float4(float Predicate, float4 True, float4 False, out float4 Out)
{
Out = Predicate ? True : False;
}
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Branch_float2(float Predicate, float2 True, float2 False, out float2 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float
{
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_2EBA7A3B, float Boolean_7ABB9909, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float IN, out float4 XZ_2)
{
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Property_30834f691775a0898a45b1c868520436_Out_0_Boolean = Boolean_7ABB9909;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4 = Vector4_2EBA7A3B;
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[0];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[1];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[2];
float _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float = _Property_8a66888ec47d0687ab1cb2f8abdc9da8_Out_0_Vector4[3];
float _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float;
Unity_Divide_float(float(1), _Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_e64179199923c58289b6aa94ea6c9178_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4 = IN.uv0;
float4 _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4 = IN.uv2;
float4 _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4;
Unity_Branch_float4(_Property_f17c7bf877e64b6abdd66b1fe9f5accc_Out_0_Boolean, _UV_029e8e8198564838b9389b902a09fb22_Out_0_Vector4, _UV_7a6209af1506424fb75c81e87e42035a_Out_0_Vector4, _Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4);
float2 _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_R_1_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_G_2_Float);
float2 _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2 = float2(_Split_2f0f52f6ef8c0e81af0da6476402bc1f_B_3_Float, _Split_2f0f52f6ef8c0e81af0da6476402bc1f_A_4_Float);
float2 _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_fc37bb4bf641457cbbc6e290603056ff_Out_3_Vector4.xy), _Vector2_16c15d3bbdd14b85bd48e3a6cb318af7_Out_0_Vector2, _Vector2_f8d75f54e7705083bbec539a60185577_Out_0_Vector2, _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2);
float2 _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2;
Unity_Branch_float2(_Property_30834f691775a0898a45b1c868520436_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_d91e2d25acd34686b562b7fe7e9d1d27_Out_3_Vector2, _Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2);
UnitySamplerState _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_e8746b9475c94530ba35ba8019ad2ae0_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_8e5a4e8f4d52fc8aadd1f46485afc933_Out_3_Vector2) );
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
XZ_2 = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4;
}
void Unity_Multiply_float_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Add_float(float A, float B, out float Out)
{
Out = A + B;
}
void Unity_Saturate_float(float In, out float Out)
{
Out = saturate(In);
}
void Unity_Absolute_float(float In, out float Out)
{
Out = abs(In);
}
void Unity_SquareRoot_float4(float4 In, out float4 Out)
{
Out = sqrt(In);
}
void Unity_Sign_float(float In, out float Out)
{
Out = sign(In);
}
void Unity_Ceiling_float(float In, out float Out)
{
Out = ceil(In);
}
void Unity_Lerp_float4(float4 A, float4 B, float4 T, out float4 Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float
{
};
void SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(float4 Color_9AA111D3, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float IN, out float3 OutVector4_1)
{
float4 _Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4 = Color_9AA111D3;
float4 _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4;
Unity_SquareRoot_float4(_Property_012510d774fb7f8b860f5270dca4500f_Out_0_Vector4, _SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4);
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float;
Unity_Multiply_float_float(_Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float);
float4 _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4;
Unity_Lerp_float4(_SquareRoot_c2c57d0223a9538aa9240890c3cacb0c_Out_1_Vector4, (_Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float.xxxx), (_Multiply_9564ecda5193bc8286d9ff771c9226cd_Out_2_Float.xxxx), _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4);
float4 _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4;
Unity_Multiply_float4_float4(_Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Vector4, _Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4);
OutVector4_1 = (_Multiply_39d1daff98488f8ea2cd794ad4f20926_Out_2_Vector4.xyz);
}
void Unity_Clamp_float(float In, float Min, float Max, out float Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Multiply_float2_float2(float2 A, float2 B, out float2 Out)
{
Out = A * B;
}
void Unity_Add_float2(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_DotProduct_float2(float2 A, float2 B, out float Out)
{
Out = dot(A, B);
}
void Unity_OneMinus_float(float In, out float Out)
{
Out = 1 - In;
}
void Unity_SquareRoot_float(float In, out float Out)
{
Out = sqrt(In);
}
void Unity_Sign_float3(float3 In, out float3 Out)
{
Out = sign(In);
}
void Unity_Clamp_float3(float3 In, float3 Min, float3 Max, out float3 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_Normalize_float3(float3 In, out float3 Out)
{
Out = normalize(In);
}
void Unity_Branch_float3(float Predicate, float3 True, float3 False, out float3 Out)
{
Out = Predicate ? True : False;
}
struct Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float
{
float3 WorldSpaceNormal;
float3 WorldSpaceTangent;
float3 WorldSpaceBiTangent;
float3 AbsoluteWorldSpacePosition;
half4 uv0;
half4 uv2;
};
void SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(UnityTexture2D Texture2D_80A3D28F, float4 Vector4_82674548, float Boolean_9FF42DF6, UnitySamplerState _SamplerState, float Boolean_5ddfe6daabcc4715a44b5f34fc19becb, Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float IN, out float4 XZ_2)
{
float _Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean = Boolean_9FF42DF6;
UnityTexture2D _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D = Texture2D_80A3D28F;
float _Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_89ed63cb625cb3878c183d0b71c03400_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_89ed63cb625cb3878c183d0b71c03400_A_4_Float = 0;
float4 _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4;
float3 _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3;
float2 _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2;
Unity_Combine_float(_Split_89ed63cb625cb3878c183d0b71c03400_R_1_Float, _Split_89ed63cb625cb3878c183d0b71c03400_B_3_Float, float(0), float(0), _Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, _Combine_cf2d04ff119ad88493f6460431765cbb_RGB_5_Vector3, _Combine_cf2d04ff119ad88493f6460431765cbb_RG_6_Vector2);
float4 _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4 = Vector4_82674548;
float _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[0];
float _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[1];
float _Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[2];
float _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float = _Property_3fa1d6f912feb481ba60f2e55e62e746_Out_0_Vector4[3];
float _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float;
Unity_Divide_float(float(1), _Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float);
float4 _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4;
Unity_Multiply_float4_float4(_Combine_cf2d04ff119ad88493f6460431765cbb_RGBA_4_Vector4, (_Divide_c36b770dfaa0bb8f85ab27da5fd794f0_Out_2_Float.xxxx), _Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4);
float _Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean = Boolean_5ddfe6daabcc4715a44b5f34fc19becb;
float4 _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4 = IN.uv0;
float4 _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4 = IN.uv2;
float4 _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4;
Unity_Branch_float4(_Property_058f4fba88c3437288219f1929444bf2_Out_0_Boolean, _UV_43d85b3291324c848dfbeec6adac2a71_Out_0_Vector4, _UV_36881dcaab9040168fc5215dcd00f352_Out_0_Vector4, _Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4);
float2 _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_R_1_Float, _Split_a2e12fa5931da084b2949343a539dfd8_G_2_Float);
float2 _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2 = float2(_Split_a2e12fa5931da084b2949343a539dfd8_B_3_Float, _Split_a2e12fa5931da084b2949343a539dfd8_A_4_Float);
float2 _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2;
Unity_TilingAndOffset_float((_Branch_8054d58a73be4ce1b22d48a84389ae07_Out_3_Vector4.xy), _Vector2_6845d21872714d889783b0cb707df3e9_Out_0_Vector2, _Vector2_e2e2263627c6098e96a5b5d29350ad03_Out_0_Vector2, _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2);
float2 _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2;
Unity_Branch_float2(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, (_Multiply_14cec4902d0a00829e4555071a1b8ad1_Out_2_Vector4.xy), _TilingAndOffset_17582d056c0b8a8dab1017d37497fe59_Out_3_Vector2, _Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2);
UnitySamplerState _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState = _SamplerState;
float4 _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.tex, _Property_69f1ed7efd1b494e91f626b88ab2363c_Out_0_SamplerState.samplerstate, _Property_3e01b4d2fc68d48ba3acbba9d5881e59_Out_0_Texture2D.GetTransformedUV(_Branch_1e152f3aac57448f8518bf2852c000c3_Out_3_Vector2) );
_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.rgb = UnpackNormal(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4);
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.r;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.g;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.b;
float _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_A_7_Float = _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.a;
float2 _Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2 = float2(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_R_4_Float, _SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_G_5_Float);
float3 _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3;
Unity_Sign_float3(IN.WorldSpaceNormal, _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3);
float _Split_6299d4ddcc4c74828aea40a46fdb896e_R_1_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[0];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[1];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_B_3_Float = _Sign_3a6ebf59931cf08cb0482e0144ddac24_Out_1_Vector3[2];
float _Split_6299d4ddcc4c74828aea40a46fdb896e_A_4_Float = 0;
float2 _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2 = float2(_Split_6299d4ddcc4c74828aea40a46fdb896e_G_2_Float, float(1));
float2 _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_ad6bd100e273d78fa409a30a77bfa2cc_Out_0_Vector2, _Vector2_b76cb1842101e58b9e636d49b075c612_Out_0_Vector2, _Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2);
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_5ed44bf2eca0868f81eb18100f49d1fa_A_4_Float = 0;
float2 _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2 = float2(_Split_5ed44bf2eca0868f81eb18100f49d1fa_R_1_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_B_3_Float);
float2 _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2;
Unity_Add_float2(_Multiply_31e8db88ee20c985a9850d1a58f3282b_Out_2_Vector2, _Vector2_70e5837843f28b8b9d64cada3697bd5a_Out_0_Vector2, _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2);
float _Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[0];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float = _Add_1145b2f896593d80aa864a34e6702562_Out_2_Vector2[1];
float _Split_2bc77ca2d17bd78cb2383770ce50b179_B_3_Float = 0;
float _Split_2bc77ca2d17bd78cb2383770ce50b179_A_4_Float = 0;
float _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_B_6_Float, _Split_5ed44bf2eca0868f81eb18100f49d1fa_G_2_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float);
float3 _Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3 = float3(_Split_2bc77ca2d17bd78cb2383770ce50b179_R_1_Float, _Multiply_ab12aea87465a78eaf7fc66c2598d266_Out_2_Float, _Split_2bc77ca2d17bd78cb2383770ce50b179_G_2_Float);
float3 _Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3 = TransformWorldToTangentDir(_Vector3_433840b555db308b97e9b14b6a957195_Out_0_Vector3.xyz, tangentTransform, true);
}
float3 _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3;
Unity_Clamp_float3(_Transform_c7914cc45a011c89b3f53c55afb51673_Out_1_Vector3, float3(-1, -1, -1), float3(1, 1, 1), _Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3);
float3 _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3;
Unity_Normalize_float3(_Clamp_5008beffa5304df4b6180e04c2af9a5b_Out_3_Vector3, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3);
float3 _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3;
Unity_Branch_float3(_Property_1ef12cf3201a938993fe6a7951b0e754_Out_0_Boolean, _Normalize_09bf8a2bd0a4d38e8b97d5c674f79b44_Out_1_Vector3, (_SampleTexture2D_35ddc0da4b30e48b83ca2d39af2aba2c_RGBA_0_Vector4.xyz), _Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3);
XZ_2 = (float4(_Branch_9eadf909a90f2f80880f8c56ecc2a91f_Out_3_Vector3, 1.0));
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, lerp(1, In.b, saturate(Strength)));
}
void Unity_NormalBlend_float(float3 A, float3 B, out float3 Out)
{
Out = SafeNormalize(float3(A.rg + B.rg, A.b * B.b));
}
void Unity_Subtract_float(float A, float B, out float Out)
{
Out = A - B;
}
void Unity_Power_float(float A, float B, out float Out)
{
Out = pow(A, B);
}
void Unity_Lerp_float3(float3 A, float3 B, float3 T, out float3 Out)
{
Out = lerp(A, B, T);
}
void Unity_Remap_float(float In, float2 InMinMax, float2 OutMinMax, out float Out)
{
Out = OutMinMax.x + (In - InMinMax.x) * (OutMinMax.y - OutMinMax.x) / (InMinMax.y - InMinMax.x);
}
void Unity_Branch_float(float Predicate, float True, float False, out float Out)
{
Out = Predicate ? True : False;
}
void Unity_Multiply_float3_float3(float3 A, float3 B, out float3 Out)
{
Out = A * B;
}
void Unity_Lerp_float(float A, float B, float T, out float Out)
{
Out = lerp(A, B, T);
}
struct Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float
{
};
void SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(float Vector1_32317166, float Vector1_FBE622A2, float Vector1_8C15C351, Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float IN, out float SmoothnessOverlay_1)
{
float _Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float = Vector1_32317166;
float _Property_a00e29241d12f983b30177515b367ec9_Out_0_Float = Vector1_FBE622A2;
float _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float;
Unity_Sign_float(_Property_a00e29241d12f983b30177515b367ec9_Out_0_Float, _Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float);
float _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float;
Unity_Add_float(_Sign_343a45ede7349283a681c6bd9998fd8e_Out_1_Float, float(1), _Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float);
float _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float;
Unity_Multiply_float_float(_Add_681019b8f5d3d68bb482d419c9fc61a9_Out_2_Float, 0.5, _Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float);
float _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float;
Unity_Ceiling_float(_Multiply_e8f4cb722712a880ac0db6c7461427f7_Out_2_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float);
float _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float = Vector1_8C15C351;
float _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
Unity_Lerp_float(_Property_728cc50521e9e988ac9cbff4872d5139_Out_0_Float, _Ceiling_95ad15988aa9b98184875fa754feae01_Out_1_Float, _Property_2db1c747a05ee284a8b00076062f91a4_Out_0_Float, _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float);
SmoothnessOverlay_1 = _Lerp_b3cdb01fc3c5b988ac9b184943bf7c01_Out_3_Float;
}
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescription
{
float3 BaseColor;
float3 Emission;
float Alpha;
float3 BentNormal;
float Smoothness;
float Occlusion;
float3 NormalTS;
float Metallic;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
UnityTexture2D _Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseColorMap);
float4 _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4 = _BaseTilingOffset;
float _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean = _BaseUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_cb7ded32e6af3382bbe06b62977afab6;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv0 = IN.uv0;
_PlanarNM_cb7ded32e6af3382bbe06b62977afab6.uv2 = IN.uv2;
float4 _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_821e07b38fd0a08d85c4dd6e5b6bbac9_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6, _PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4);
float4 _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4 = _BaseColor;
float4 _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_cb7ded32e6af3382bbe06b62977afab6_XZ_2_Vector4, _Property_41859d117584758eb8002ecc938f9bce_Out_0_Vector4, _Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4);
UnityTexture2D _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_DetailMap);
float4 _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4 = _DetailTilingOffset;
float _Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[0];
float _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[1];
float _Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[2];
float _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float = _Property_256e5676e1089881ae3214634430b140_Out_0_Vector4[3];
float2 _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_R_1_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_G_2_Float);
float2 _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2 = float2(_Split_257d0b6ea953418d97fd7daa8128bf35_B_3_Float, _Split_257d0b6ea953418d97fd7daa8128bf35_A_4_Float);
float2 _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2;
Unity_TilingAndOffset_float(IN.uv0.xy, _Vector2_98295494172421878c7a16cb2baddf9a_Out_0_Vector2, _Vector2_130e8faa59837a81a7506636fcb30b8a_Out_0_Vector2, _TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2);
float4 _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_50403cc6b1e3998a82afc21c6a6332ae_Out_0_Texture2D.GetTransformedUV(_TilingAndOffset_1dfb2b4859ec3680ad3a74cf8f1bc17b_Out_3_Vector2) );
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.r;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.g;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.b;
float _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float = _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_RGBA_0_Vector4.a;
float _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_R_4_Float, 2, _Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float);
float _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float;
Unity_Add_float(_Multiply_52f8b5b58fa8038aa7f5e6bd44a5987b_Out_2_Float, float(-1), _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float);
float _Property_605f29777330a58ba88ac032e905433b_Out_0_Float = _DetailAlbedoScale;
float _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float;
Unity_Multiply_float_float(_Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Property_605f29777330a58ba88ac032e905433b_Out_0_Float, _Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float);
float _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float;
Unity_Saturate_float(_Multiply_e2f43f3d32aa118aa7a6ae4764d42b26_Out_2_Float, _Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float);
float _Absolute_8acef423205118879e75274a48969d34_Out_1_Float;
Unity_Absolute_float(_Saturate_7c8334fd3d10d0819f8e616286670f68_Out_1_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float);
Bindings_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185;
float3 _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3;
SG_BlendOverlayBaseColor_acdb3dfca72bd6b42bbc35f4613331a2_float(_Multiply_4d0f82599060228a9092027fd43912c8_Out_2_Vector4, _Add_fd3efcae64779e848ef39919335cd44d_Out_2_Float, _Absolute_8acef423205118879e75274a48969d34_Out_1_Float, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185, _BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3);
UnityTexture2D _Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverBaseColorMap);
float4 _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4 = _CoverTilingOffset;
float _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean = _CoverUsePlanarUV;
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv0 = IN.uv0;
_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b.uv2 = IN.uv2;
float4 _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_a155ddc33ed90685a5ab0edcf158a343_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b, _PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4);
float4 _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4 = _CoverBaseColor;
float4 _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4;
Unity_Multiply_float4_float4(_PlanarNM_e00e057d3d7c4181b1c7775c6ebbab5b_XZ_2_Vector4, _Property_c3be5593fd661b8dafbd04f26b8ec9ac_Out_0_Vector4, _Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4);
float _Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean = _USEDYNAMICCOVERTSTATICMASKF;
UnityTexture2D _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskA);
float4 _UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4 = IN.uv0;
float4 _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4 = SAMPLE_TEXTURE2D(_Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8).samplerstate, _Property_7bea2d9dd5651a8bbbd61ecde71faa54_Out_0_Texture2D.GetTransformedUV((_UV_429c95affe88aa8694076115c99a0769_Out_0_Vector4.xy)) );
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_R_4_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.r;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_G_5_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.g;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_B_6_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.b;
float _SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float = _SampleTexture2D_2723da80b8a2528381ef199c0415beae_RGBA_0_Vector4.a;
float _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float = _CoverMaskPower;
float _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_2723da80b8a2528381ef199c0415beae_A_7_Float, _Property_4598a5959afa5685b13cb10bef3e3b8d_Out_0_Float, _Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float);
float _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float;
Unity_Clamp_float(_Multiply_5448c38b13b40c89bd8699ceebd8a170_Out_2_Float, float(0), float(1), _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float);
float _Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float = IN.VertexColor[0];
float _Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float = IN.VertexColor[1];
float _Split_5b2299b48b10138ea40c141b79bfe90e_B_3_Float = IN.VertexColor[2];
float _Split_5b2299b48b10138ea40c141b79bfe90e_A_4_Float = IN.VertexColor[3];
float2 _Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2 = float2(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_A_7_Float, _SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_G_5_Float);
float2 _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2;
Unity_Multiply_float2_float2(_Vector2_0d28074858599a88940dfc8b57b9a60f_Out_0_Vector2, float2(2, 2), _Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2);
float2 _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2;
Unity_Add_float2(_Multiply_fac8d94f82a53486bc0142a1e64b3d32_Out_2_Vector2, float2(-1, -1), _Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2);
float _Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float = _DetailNormalScale;
float2 _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2;
Unity_Multiply_float2_float2(_Add_f0e6e847d8d8798ab3ca8c4d878bafc0_Out_2_Vector2, (_Property_d0e8d8f7fd10f0829e8fd86c278c8226_Out_0_Float.xx), _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2);
float _Split_c4822b8eaff9b185be7c059792345712_R_1_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[0];
float _Split_c4822b8eaff9b185be7c059792345712_G_2_Float = _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2[1];
float _Split_c4822b8eaff9b185be7c059792345712_B_3_Float = 0;
float _Split_c4822b8eaff9b185be7c059792345712_A_4_Float = 0;
float _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float;
Unity_DotProduct_float2(_Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _Multiply_11f3dfc5283ea188ad9c83e552cf7e0f_Out_2_Vector2, _DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float);
float _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float;
Unity_Saturate_float(_DotProduct_1a01939a143c548c8ccd7e8a04fe680d_Out_2_Float, _Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float);
float _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float;
Unity_OneMinus_float(_Saturate_bf3d57899db77f86a1689105ce6a373a_Out_1_Float, _OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float);
float _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float;
Unity_SquareRoot_float(_OneMinus_052960238cc4a18cb83109d2bcae6d09_Out_1_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
float3 _Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3 = float3(_Split_c4822b8eaff9b185be7c059792345712_R_1_Float, _Split_c4822b8eaff9b185be7c059792345712_G_2_Float, _SquareRoot_d4f67288e4dbf5898bea492a70b89ab9_Out_1_Float);
UnityTexture2D _Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv0 = IN.uv0;
_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf.uv2 = IN.uv2;
float4 _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_147b07430832c98eb0a470557ee61c5e_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf, _PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4);
float _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float = _BaseNormalScale;
float3 _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_ecad9f1f260c6c8bbd0960b2a8976daf_XZ_2_Vector4.xyz), _Property_72e436a108ad64868e46d548c585c5f3_Out_0_Float, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3);
float3 _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3;
Unity_NormalBlend_float(_Vector3_1e56146bdd567884bb8d5ae769df4d29_Out_0_Vector3, _NormalStrength_366affc5c8b42482a633d201ef52b9d6_Out_2_Vector3, _NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3);
UnityTexture2D _Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverNormalMap);
Bindings_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float _PlanarNMn_690e893d26999680a5cea3604ed0ce16;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceNormal = IN.WorldSpaceNormal;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceTangent = IN.WorldSpaceTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.WorldSpaceBiTangent = IN.WorldSpaceBiTangent;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv0 = IN.uv0;
_PlanarNMn_690e893d26999680a5cea3604ed0ce16.uv2 = IN.uv2;
float4 _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4;
SG_PlanarNMn_1b93a87456f9d4c419321d0cd92bd6c8_float(_Property_d7e9139e0ac6718b89c610009c28a25a_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNMn_690e893d26999680a5cea3604ed0ce16, _PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4);
float _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float = _CoverNormalBlendHardness;
float3 _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_0fd4d87ded104c829a6110c044eaa5f2_Out_0_Float, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3);
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_R_1_Float = IN.WorldSpaceNormal[0];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float = IN.WorldSpaceNormal[1];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_B_3_Float = IN.WorldSpaceNormal[2];
float _Split_8ff22a6bdd437780ac7ea5963e1c5bb4_A_4_Float = 0;
float _Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float = _Cover_Amount;
float _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float = _Cover_Amount_Grow_Speed;
float _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float;
Unity_Subtract_float(float(4), _Property_7749c0d5b28c14869ab3ba35d226788b_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float);
float _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float;
Unity_Divide_float(_Property_28052b023ac35c8e9a95b30327681cc5_Out_0_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float);
float _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float;
Unity_Absolute_float(_Divide_c77b003bf1ce13828c94a705676e2b30_Out_2_Float, _Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float);
float _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float;
Unity_Power_float(_Absolute_c7499cf07bdd0582abd82adbf367b0fc_Out_1_Float, _Subtract_e5dc2afce7ff588fa1d4c91f78de7575_Out_2_Float, _Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float);
float _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float;
Unity_Clamp_float(_Power_a9431dbce44a528f9ee7095adfa10556_Out_2_Float, float(0), float(2), _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float);
float _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float;
Unity_Multiply_float_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float);
float _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float;
Unity_Saturate_float(_Multiply_143da4886728ff868f10e9cfa6940ea0_Out_2_Float, _Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float);
float _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float;
Unity_Clamp_float(_Split_8ff22a6bdd437780ac7ea5963e1c5bb4_G_2_Float, float(0), float(0.9999), _Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float);
float _Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float = _Cover_Max_Angle;
float _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float;
Unity_Divide_float(_Property_58f42b34c7f0728f8c98e00a3e3a5726_Out_0_Float, float(45), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float);
float _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float;
Unity_OneMinus_float(_Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float);
float _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float;
Unity_Subtract_float(_Clamp_9c0a88ffc7be288cbe97d3e13a014fe8_Out_3_Float, _OneMinus_8e6f5b1570dc8c8b8afb036328281675_Out_1_Float, _Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float);
float _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float;
Unity_Clamp_float(_Subtract_5348fb3702fea78d9ee10dbf81ede29c_Out_2_Float, float(0), float(2), _Clamp_2b888688983edd82ac250226d9378893_Out_3_Float);
float _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float;
Unity_Divide_float(float(1), _Divide_b785767ecc1928889893fa60eac4e5fb_Out_2_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float);
float _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float;
Unity_Multiply_float_float(_Clamp_2b888688983edd82ac250226d9378893_Out_3_Float, _Divide_5615f16c20214d888a2e727ff7c5f5ff_Out_2_Float, _Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float);
float _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float;
Unity_Absolute_float(_Multiply_89aeffc0ad067981a18e6a77948b2b49_Out_2_Float, _Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float);
float _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float = _CoverHardness;
float _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float;
Unity_Power_float(_Absolute_b91ed8e326de8f88bf52e49cc5f641d4_Out_1_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float);
float _Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float = _Cover_Min_Height;
float _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float;
Unity_OneMinus_float(_Property_b66201e787ab7b83a55abc6ddd3fe1fd_Out_0_Float, _OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float);
float _Split_ae16de7cacf9d0878aba1467f193d681_R_1_Float = IN.AbsoluteWorldSpacePosition[0];
float _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float = IN.AbsoluteWorldSpacePosition[1];
float _Split_ae16de7cacf9d0878aba1467f193d681_B_3_Float = IN.AbsoluteWorldSpacePosition[2];
float _Split_ae16de7cacf9d0878aba1467f193d681_A_4_Float = 0;
float _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float;
Unity_Add_float(_OneMinus_87c740d245de388db4fe5f4958de0668_Out_1_Float, _Split_ae16de7cacf9d0878aba1467f193d681_G_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float);
float _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, float(1), _Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float);
float _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float;
Unity_Clamp_float(_Add_448f30a2cd792b868416a253a1c502bb_Out_2_Float, float(0), float(1), _Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float);
float _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float = _Cover_Min_Height_Blending;
float _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float;
Unity_Add_float(_Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Property_98b8c0fc7e8f9b88b8d7d9dd28ed8aca_Out_0_Float, _Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float);
float _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float;
Unity_Divide_float(_Add_0edbe9f424de6d8089b453804bc6ec74_Out_2_Float, _Add_9d6e1dd03919c88bb01e77a9a2b6b59c_Out_2_Float, _Divide_bacd243000beaa86b28174bd47716791_Out_2_Float);
float _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float;
Unity_OneMinus_float(_Divide_bacd243000beaa86b28174bd47716791_Out_2_Float, _OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float);
float _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float;
Unity_Add_float(_OneMinus_dd51a0c56dbb9b8b8882c6d36bfadd50_Out_1_Float, float(-0.5), _Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float);
float _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float;
Unity_Clamp_float(_Add_58dd4a9dfd5655818255c74dd17921da_Out_2_Float, float(0), float(1), _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float);
float _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float;
Unity_Add_float(_Clamp_53d91568d0627d8a9cac8deecdd003a8_Out_3_Float, _Clamp_5b36f07b81ef6f87a93aefa8fcb815b4_Out_3_Float, _Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float);
float _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float;
Unity_Clamp_float(_Add_5ef49a57de2cdf85b0e894bfa07f6f14_Out_2_Float, float(0), float(1), _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float);
float _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float;
Unity_Multiply_float_float(_Power_ca1f1906c90fb785bfe520b7faefc3cd_Out_2_Float, _Clamp_130844801cc2148bb64804d2328686eb_Out_3_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float);
float _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float;
Unity_Multiply_float_float(_Saturate_04686ab19029f68c8fb9e7a115b207b1_Out_1_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float);
float3 _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_c4639a6dd3dfde85b591971db2700eaf_Out_2_Vector3, (_Multiply_edc44afd10069b8e80460ceee1cba8f0_Out_2_Float.xxx), _Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3);
float3 _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3;
{
float3x3 tangentTransform = float3x3(IN.WorldSpaceTangent, IN.WorldSpaceBiTangent, IN.WorldSpaceNormal);
_Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3 = TransformTangentToWorldDir(_Lerp_05179f1a9a06b084b2d83e8bce908cce_Out_3_Vector3.xyz, tangentTransform, false).xyz;
}
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_R_1_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[0];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[1];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_B_3_Float = _Transform_d583fb35b7a2838399ae5ff4e71be918_Out_1_Vector3[2];
float _Split_44ee9f8d0d54618cabce22ec49a8e7d3_A_4_Float = 0;
float _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float;
Unity_Multiply_float_float(_Split_44ee9f8d0d54618cabce22ec49a8e7d3_G_2_Float, _Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float);
float _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float;
Unity_Multiply_float_float(_Clamp_815ffdd53cc1c889aa00f73784cb71e7_Out_3_Float, _Property_4879e96694aee98c9d4ecd329a571123_Out_0_Float, _Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float);
float _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float;
Unity_Multiply_float_float(_Multiply_1e7ca8eeb2afb68a96897072c537d835_Out_2_Float, _Multiply_4a38c41b77a2458085ff4ae52ba3c21c_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float);
float _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float;
Unity_Multiply_float_float(_Multiply_61fc6a92f0e952858b5d99f2caeb09a3_Out_2_Float, _Multiply_a16d49a3ef8d76899c86b7d84d20ef1f_Out_2_Float, _Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float);
UnityTexture2D _Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_CoverMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_2217ca3c12141a8cb1e0c7235b369601;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv0 = IN.uv0;
_PlanarNM_2217ca3c12141a8cb1e0c7235b369601.uv2 = IN.uv2;
float4 _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_3702de305e11e085a40d7731b582d541_Out_0_Texture2D, _Property_256beda96caf2d8aa05d3de41fc08d3d_Out_0_Vector4, _Property_bd9dfe8dd615798f9f2d72d139e56d61_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601, _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4);
float _Split_2f45bca363698c859e51492899bc58f8_R_1_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[0];
float _Split_2f45bca363698c859e51492899bc58f8_G_2_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[1];
float _Split_2f45bca363698c859e51492899bc58f8_B_3_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[2];
float _Split_2f45bca363698c859e51492899bc58f8_A_4_Float = _PlanarNM_2217ca3c12141a8cb1e0c7235b369601_XZ_2_Vector4[3];
float _Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float = _CoverHeightMapMin;
float _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float = _CoverHeightMapMax;
float2 _Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2 = float2(_Property_59393a9092253f85bdd6477bb48b97a3_Out_0_Float, _Property_5e9012169fcc4b8ba0afc11db3fcbc79_Out_0_Float);
float _Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float = _CoverHeightMapOffset;
float2 _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2;
Unity_Add_float2(_Vector2_cc07b5739195718a8f1abf758fd3895d_Out_0_Vector2, (_Property_d0361fef25abd487bc2af0a037b790b0_Out_0_Float.xx), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2);
float _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_B_3_Float, float2 (0, 1), _Add_e4dffd9fb9e31a86aead3b2aa9d072cb_Out_2_Vector2, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float);
float _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float;
Unity_Multiply_float_float(_Multiply_dd6ce40548593687a3441a83047275eb_Out_2_Float, _Remap_9bc1ac14fd08c88d895af8a17f227b08_Out_3_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float);
float _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float;
Unity_Multiply_float_float(_Split_5b2299b48b10138ea40c141b79bfe90e_G_2_Float, _Multiply_435f6b8a2f35bc809d29f45620bebb21_Out_2_Float, _Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float);
float _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float;
Unity_Saturate_float(_Multiply_66d4b1cf991a97828983b9bbbbb5f38f_Out_2_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float);
float _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float;
Unity_Multiply_float_float(_Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Saturate_269cfab86e2abe83819a3afa7b3eeda2_Out_1_Float, _Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float);
float _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float;
Unity_Clamp_float(_Multiply_c1b6707e1b5d0482a9a356293cec8e5e_Out_2_Float, float(0), float(1), _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float);
float _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float;
Unity_Branch_float(_Property_c57c142968c97983b1272ffdf1faf5d0_Out_0_Boolean, _Clamp_558e0a14d98517859fa2c92783d07179_Out_3_Float, _Clamp_1e6fa04cc341fd81a68153ee61690d70_Out_3_Float, _Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float);
float3 _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3;
Unity_Lerp_float3(_BlendOverlayBaseColor_66b5af480b0a3288ba91497f7c750185_OutVector4_1_Vector3, (_Multiply_b08794693505bd8e8c04b9ba1610d394_Out_2_Vector4.xyz), (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3);
float4 _Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4 = _WetColor;
float3 _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3;
Unity_Multiply_float3_float3((_Property_b3a0f629ac3f4c84be44eb113c15ef93_Out_0_Vector4.xyz), _Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3);
float _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float;
Unity_OneMinus_float(_Split_5b2299b48b10138ea40c141b79bfe90e_R_1_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float);
float3 _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
Unity_Lerp_float3(_Lerp_562b79f1df34b88e9a8a7431d434b435_Out_3_Vector3, _Multiply_388c575a3467b88ab4d3719bf2b02ad5_Out_2_Vector3, (_OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float.xxx), _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3);
UnityTexture2D _Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D = UnityBuildTexture2DStructNoScale(_BaseMaskMap);
Bindings_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.AbsoluteWorldSpacePosition = IN.AbsoluteWorldSpacePosition;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv0 = IN.uv0;
_PlanarNM_e51306c84cde8e84a1fb06a45d8d037f.uv2 = IN.uv2;
float4 _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4;
SG_PlanarNM_c0f081da9c567704ea36e7dd38cedcf6_float(_Property_bb9b47702e64ec8c8d8ad011fd521576_Out_0_Texture2D, _Property_8ec0d512145619859d288abab740e3bf_Out_0_Vector4, _Property_122c0f9ef0a1c4818a140c75e512abe4_Out_0_Boolean, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat_Aniso8), 1, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f, _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4);
float _Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[0];
float _Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[1];
float _Split_218e1cfd00b30984921b5fc0ec63de60_B_3_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[2];
float _Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float = _PlanarNM_e51306c84cde8e84a1fb06a45d8d037f_XZ_2_Vector4[3];
float _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float = _BaseMetallic;
float _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float;
Unity_Multiply_float_float(_Split_218e1cfd00b30984921b5fc0ec63de60_R_1_Float, _Property_bbb7f63dc018f9828732f80495a95444_Out_0_Float, _Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float);
float _Property_8142f12b781ad08680220297dab56f14_Out_0_Float = _BaseAORemapMin;
float _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float = _BaseAORemapMax;
float2 _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2 = float2(_Property_8142f12b781ad08680220297dab56f14_Out_0_Float, _Property_48e1c5285b48c78e8af19e38f4bd77f9_Out_0_Float);
float _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_G_2_Float, float2 (0, 1), _Vector2_344526038e228b85ad9c2d33f000c5ea_Out_0_Vector2, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float);
float _Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float = _BaseSmoothnessRemapMin;
float _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float = _BaseSmoothnessRemapMax;
float2 _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2 = float2(_Property_0682b9e13137ec8f8de23962e6db211c_Out_0_Float, _Property_0edea7916ed7a189a62b0faf2c274601_Out_0_Float);
float _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float;
Unity_Remap_float(_Split_218e1cfd00b30984921b5fc0ec63de60_A_4_Float, float2 (0, 1), _Vector2_8d45bee64b64f087b44fb9b02317dfdd_Out_0_Vector2, _Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float);
float _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float;
Unity_Multiply_float_float(_SampleTexture2D_d8eb0186b9a0cd819cde65431b4ea5ea_B_6_Float, 2, _Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float);
float _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float;
Unity_Add_float(_Multiply_0248fa77a8136c81b6e9a6bbf4b8ae44_Out_2_Float, float(-1), _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float);
float _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float = _DetailSmoothnessScale;
float _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float;
Unity_Multiply_float_float(_Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Property_cea4e47b293a988a83643b43f76c92ba_Out_0_Float, _Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float);
float _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float;
Unity_Saturate_float(_Multiply_2008466558f0e4819e60b3c41d94487c_Out_2_Float, _Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float);
float _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float;
Unity_Absolute_float(_Saturate_3d70f31d57bf638291bde1017f7f7782_Out_1_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float);
Bindings_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43;
float _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float;
SG_BlendOverlayDetailSmoothness_06e12138dc89c0040b45a57abe520a1a_float(_Remap_857d26677c8e8a809704b89dbca71045_Out_3_Float, _Add_c58fd9db8613298bb7c10a8054cbe39a_Out_2_Float, _Absolute_9df346239512598fa5a33dfdc91746c0_Out_1_Float, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43, _BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float);
float _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float;
Unity_Saturate_float(_BlendOverlayDetailSmoothness_bf930d30c7c40486b65597615e35de43_SmoothnessOverlay_1_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float3 _Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3 = float3(_Multiply_ee089bb3595c0c8da7ca2ff054def6d5_Out_2_Float, _Remap_f4684fae31257d82aa14c39233760e21_Out_3_Float, _Saturate_52f6692b8656668b837aebcf2f45f921_Out_1_Float);
float _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float = _CoverMetallic;
float _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float;
Unity_Multiply_float_float(_Split_2f45bca363698c859e51492899bc58f8_R_1_Float, _Property_0187ddd5583a3d86a3c4c2444b45e777_Out_0_Float, _Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float);
float _Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float = _CoverAORemapMin;
float _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float = _CoverAORemapMax;
float2 _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2 = float2(_Property_5cc07bc49e1bf582b5c1b52606eec56f_Out_0_Float, _Property_506cf024c6db098fbc150277952a7bee_Out_0_Float);
float _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_G_2_Float, float2 (0, 1), _Vector2_ffa116a725445282a83acc70377ff4e1_Out_0_Vector2, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float);
float _Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float = _CoverSmoothnessRemapMin;
float _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float = _CoverSmoothnessRemapMax;
float2 _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2 = float2(_Property_36782180ac25b489baf611efb6d0d9ed_Out_0_Float, _Property_6c0666df4add418b8e32b0e4275b1c27_Out_0_Float);
float _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float;
Unity_Remap_float(_Split_2f45bca363698c859e51492899bc58f8_A_4_Float, float2 (0, 1), _Vector2_b0c047c56338e78abcd740717a8d6900_Out_0_Vector2, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3 = float3(_Multiply_0248a4a17e4abe868ff7c5ec2a5c8d2f_Out_2_Float, _Remap_02e4c7480ddeca88aa886be18ce15353_Out_3_Float, _Remap_1f96cc6fc648098f8cb49680f75d5a1e_Out_3_Float);
float3 _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3;
Unity_Lerp_float3(_Vector3_1f83d62db7392b81beeecb62c44f56c5_Out_0_Vector3, _Vector3_48cf085b9f7fd28e89fe4361decf0fec_Out_0_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3);
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[0];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[1];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float = _Lerp_48cc6a544b837c85a967cc83aab4e3fb_Out_3_Vector3[2];
float _Split_645358fc1f0e278fbfc2ccb5594c95e3_A_4_Float = 0;
float _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float = _WetSmoothness;
float _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
Unity_Lerp_float(_Split_645358fc1f0e278fbfc2ccb5594c95e3_B_3_Float, _Property_006bb9304a39f5808cf13865f8c36ad4_Out_0_Float, _OneMinus_489965dacb44928393bb0c19acfc1dad_Out_1_Float, _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float);
float _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float = _CoverNormalScale;
float3 _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3;
Unity_NormalStrength_float((_PlanarNMn_690e893d26999680a5cea3604ed0ce16_XZ_2_Vector4.xyz), _Property_16c4ac023c82618b9a5117de14716c25_Out_0_Float, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3);
float3 _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
Unity_Lerp_float3(_NormalBlend_9f531c87e2e45580b1d0f65f06c23526_Out_2_Vector3, _NormalStrength_76b1f6b709c2558a897aa152a50733b3_Out_2_Vector3, (_Branch_58a3faa11016ed8eb7a35e1c2b560b6d_Out_3_Float.xxx), _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3);
surface.BaseColor = _Lerp_9f334e8d59abc78798691219f06b2fdb_Out_3_Vector3;
surface.Emission = float3(0, 0, 0);
surface.Alpha = float(1);
surface.BentNormal = IN.TangentSpaceNormal;
surface.Smoothness = _Lerp_02403a8fb24f4c8fb8bd6dbe84811d9a_Out_3_Float;
surface.Occlusion = _Split_645358fc1f0e278fbfc2ccb5594c95e3_G_2_Float;
surface.NormalTS = _Lerp_337d63ad6393ae88af4c89b066722a45_Out_3_Vector3;
surface.Metallic = _Split_645358fc1f0e278fbfc2ccb5594c95e3_R_1_Float;
return surface;
}
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES AttributesMesh
#define VaryingsMeshType VaryingsMeshToPS
#define VFX_SRP_VARYINGS VaryingsMeshType
#define VFX_SRP_SURFACE_INPUTS FragInputs
#endif
SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input, float3 viewWS)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
output.WorldSpaceNormal = normalize(input.tangentToWorld[2].xyz);
#if defined(SHADER_STAGE_RAY_TRACING)
#else
#endif
output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
output.WorldSpaceTangent = input.tangentToWorld[0].xyz;
output.WorldSpaceBiTangent = input.tangentToWorld[1].xyz;
output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(input.positionRWS);
#if UNITY_UV_STARTS_AT_TOP
#else
#endif
output.uv0 = input.texCoord0;
output.uv2 = input.texCoord2;
output.VertexColor = input.color;
// splice point to copy frag inputs custom interpolator pack into the SDI
/* WARNING: $splice Could not find named fragment 'CustomInterpolatorCopyToSDI' */
return output;
}
// --------------------------------------------------
// Build Surface Data (Specific Material)
void ApplyDecalToSurfaceDataNoNormal(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData);
void ApplyDecalAndGetNormal(FragInputs fragInputs, PositionInputs posInput, SurfaceDescription surfaceDescription,
inout SurfaceData surfaceData)
{
float3 doubleSidedConstants = GetDoubleSidedConstants();
#ifdef DECAL_NORMAL_BLENDING
// SG nodes don't ouptut surface gradients, so if decals require surf grad blending, we have to convert
// the normal to gradient before applying the decal. We then have to resolve the gradient back to world space
float3 normalTS;
normalTS = SurfaceGradientFromTangentSpaceNormalAndFromTBN(surfaceDescription.NormalTS,
fragInputs.tangentToWorld[0], fragInputs.tangentToWorld[1]);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, fragInputs.tangentToWorld[2], normalTS);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
GetNormalWS_SG(fragInputs, normalTS, surfaceData.normalWS, doubleSidedConstants);
#else
// normal delivered to master node
GetNormalWS(fragInputs, surfaceDescription.NormalTS, surfaceData.normalWS, doubleSidedConstants);
#if HAVE_DECALS
if (_EnableDecals)
{
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Both uses and modifies 'surfaceData.normalWS'.
DecalSurfaceData decalSurfaceData = GetDecalSurfaceData(posInput, fragInputs, alpha);
ApplyDecalToSurfaceNormal(decalSurfaceData, surfaceData.normalWS.xyz);
ApplyDecalToSurfaceDataNoNormal(decalSurfaceData, surfaceData);
}
#endif
#endif
}
void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDescription, float3 V, PositionInputs posInput, out SurfaceData surfaceData, out float3 bentNormalWS)
{
ZERO_INITIALIZE(SurfaceData, surfaceData);
// specularOcclusion need to be init ahead of decal to quiet the compiler that modify the SurfaceData struct
// however specularOcclusion can come from the graph, so need to be init here so it can be override.
surfaceData.specularOcclusion = 1.0;
surfaceData.thickness = 0.0;
surfaceData.baseColor = surfaceDescription.BaseColor;
surfaceData.perceptualSmoothness = surfaceDescription.Smoothness;
surfaceData.ambientOcclusion = surfaceDescription.Occlusion;
surfaceData.metallic = surfaceDescription.Metallic;
#if defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE) || defined(_REFRACTION_THIN)
if (_EnableSSRefraction)
{
surfaceData.transmittanceMask = (1.0 - surfaceDescription.Alpha);
surfaceDescription.Alpha = 1.0;
}
else
{
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
surfaceDescription.Alpha = 1.0;
}
#else
surfaceData.ior = 1.0;
surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0);
surfaceData.atDistance = 1.0;
surfaceData.transmittanceMask = 0.0;
#endif
// These static material feature allow compile time optimization
surfaceData.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;
#ifdef _MATERIAL_FEATURE_SUBSURFACE_SCATTERING
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING;
#endif
#ifdef _MATERIAL_FEATURE_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_COLORED_TRANSMISSION
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_TRANSMISSION;
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_COLORED_TRANSMISSION;
#endif
#ifdef _MATERIAL_FEATURE_ANISOTROPY
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_ANISOTROPY;
// Initialize the normal to something non-zero to avoid a div-zero warning for anisotropy.
surfaceData.normalWS = float3(0, 1, 0);
#endif
#ifdef _MATERIAL_FEATURE_IRIDESCENCE
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_IRIDESCENCE;
#endif
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_SPECULAR_COLOR;
#endif
#ifdef _MATERIAL_FEATURE_CLEAR_COAT
surfaceData.materialFeatures |= MATERIALFEATUREFLAGS_LIT_CLEAR_COAT;
#endif
#if defined (_MATERIAL_FEATURE_SPECULAR_COLOR) && defined (_ENERGY_CONSERVING_SPECULAR)
// Require to have setup baseColor
// Reproduce the energy conservation done in legacy Unity. Not ideal but better for compatibility and users can unchek it
surfaceData.baseColor *= (1.0 - Max3(surfaceData.specularColor.r, surfaceData.specularColor.g, surfaceData.specularColor.b));
#endif
float3 doubleSidedConstants = GetDoubleSidedConstants();
ApplyDecalAndGetNormal(fragInputs, posInput, surfaceDescription, surfaceData);
surfaceData.geomNormalWS = fragInputs.tangentToWorld[2];
surfaceData.tangentWS = normalize(fragInputs.tangentToWorld[0].xyz); // The tangent is not normalize in tangentToWorld for mikkt. TODO: Check if it expected that we normalize with Morten. Tag: SURFACE_GRADIENT
bentNormalWS = surfaceData.normalWS;
surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS);
#ifdef DEBUG_DISPLAY
#if !defined(SHADER_STAGE_RAY_TRACING)
// Mipmap mode debugging isn't supported with ray tracing as it relies on derivatives
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
#ifdef FRAG_INPUTS_USE_TEXCOORD0
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG(posInput.positionSS, fragInputs.texCoord0);
#else
surfaceData.baseColor = GET_TEXTURE_STREAMING_DEBUG_NO_UV(posInput.positionSS);
#endif
surfaceData.metallic = 0;
}
#endif
// We need to call ApplyDebugToSurfaceData after filling the surfaceData and before filling builtinData
// as it can modify attribute use for static lighting
ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData);
#endif
// By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion.
// If user provide bent normal then we process a better term
#if defined(_SPECULAR_OCCLUSION_CUSTOM)
// Just use the value passed through via the slot (not active otherwise)
#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL)
// If we have bent normal and ambient occlusion, process a specular occlusion
surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness));
#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO)
surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness));
#endif
#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) && !defined(SHADER_STAGE_RAY_TRACING)
surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold);
#endif
}
// --------------------------------------------------
// Get Surface And BuiltinData
void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS)
{
// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD)
#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT)
#ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group
LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x);
#endif
#endif
#ifndef SHADER_UNLIT
#ifdef _DOUBLESIDED_ON
float3 doubleSidedConstants = _DoubleSidedConstants.xyz;
#else
float3 doubleSidedConstants = float3(1.0, 1.0, 1.0);
#endif
ApplyDoubleSidedFlipOrMirror(fragInputs, doubleSidedConstants); // Apply double sided flip on the vertex normal
#endif // SHADER_UNLIT
SurfaceDescriptionInputs surfaceDescriptionInputs = FragInputsToSurfaceDescriptionInputs(fragInputs, V);
#if defined(HAVE_VFX_MODIFICATION)
GraphProperties properties;
ZERO_INITIALIZE(GraphProperties, properties);
GetElementPixelProperties(fragInputs, properties);
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs, properties);
#else
SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs);
#endif
#ifdef DEBUG_DISPLAY
if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE)
{
surfaceDescription.Alpha = 1.0f;
}
#endif
// Perform alpha test very early to save performance (a killed pixel will not sample textures)
// TODO: split graph evaluation to grab just alpha dependencies first? tricky..
#ifdef _ALPHATEST_ON
float alphaCutoff = surfaceDescription.AlphaClipThreshold;
#if SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_PREPASS
// The TransparentDepthPrepass is also used with SSR transparent.
// If an artists enable transaprent SSR but not the TransparentDepthPrepass itself, then we use AlphaClipThreshold
// otherwise if TransparentDepthPrepass is enabled we use AlphaClipThresholdDepthPrepass
#elif SHADERPASS == SHADERPASS_TRANSPARENT_DEPTH_POSTPASS
// DepthPostpass always use its own alpha threshold
alphaCutoff = surfaceDescription.AlphaClipThresholdDepthPostpass;
#elif (SHADERPASS == SHADERPASS_SHADOWS) || (SHADERPASS == SHADERPASS_RAYTRACING_VISIBILITY)
// If use shadow threshold isn't enable we don't allow any test
#endif
GENERIC_ALPHA_TEST(surfaceDescription.Alpha, alphaCutoff);
#endif
#if !defined(SHADER_STAGE_RAY_TRACING) && _DEPTHOFFSET_ON
ApplyDepthOffsetPositionInput(V, surfaceDescription.DepthOffset, GetViewForwardDir(), GetWorldToHClipMatrix(), posInput);
#endif
#ifndef SHADER_UNLIT
float3 bentNormalWS;
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData, bentNormalWS);
#ifdef FRAG_INPUTS_USE_TEXCOORD1
float4 lightmapTexCoord1 = fragInputs.texCoord1;
#else
float4 lightmapTexCoord1 = float4(0,0,0,0);
#endif
#ifdef FRAG_INPUTS_USE_TEXCOORD2
float4 lightmapTexCoord2 = fragInputs.texCoord2;
#else
float4 lightmapTexCoord2 = float4(0,0,0,0);
#endif
float alpha = 1.0;
alpha = surfaceDescription.Alpha;
// Builtin Data
// For back lighting we use the oposite vertex normal
InitBuiltinData(posInput, alpha, bentNormalWS, -fragInputs.tangentToWorld[2], lightmapTexCoord1, lightmapTexCoord2, builtinData);
#else
BuildSurfaceData(fragInputs, surfaceDescription, V, posInput, surfaceData);
ZERO_BUILTIN_INITIALIZE(builtinData); // No call to InitBuiltinData as we don't have any lighting
builtinData.opacity = surfaceDescription.Alpha;
#if defined(DEBUG_DISPLAY)
// Light Layers are currently not used for the Unlit shader (because it is not lit)
// But Unlit objects do cast shadows according to their rendering layer mask, which is what we want to
// display in the light layers visualization mode, therefore we need the renderingLayers
builtinData.renderingLayers = GetMeshRenderingLayerMask();
#endif
#endif // SHADER_UNLIT
#ifdef _ALPHATEST_ON
// Used for sharpening by alpha to mask - Alpha to covertage is only used with depth only and forward pass (no shadow pass, no transparent pass)
builtinData.alphaClipTreshold = alphaCutoff;
#endif
// override sampleBakedGI - not used by Unlit
// When overriding GI, we need to force the isLightmap flag to make sure we don't add APV (sampled in the lightloop) on top of the overridden value (set at GBuffer stage)
builtinData.emissiveColor = surfaceDescription.Emission;
// Note this will not fully work on transparent surfaces (can check with _SURFACE_TYPE_TRANSPARENT define)
// We will always overwrite vt feeback with the nearest. So behind transparent surfaces vt will not be resolved
// This is a limitation of the current MRT approach.
#ifdef UNITY_VIRTUAL_TEXTURING
#endif
#if _DEPTHOFFSET_ON
builtinData.depthOffset = surfaceDescription.DepthOffset;
#endif
// TODO: We should generate distortion / distortionBlur for non distortion pass
#if (SHADERPASS == SHADERPASS_DISTORTION)
builtinData.distortion = surfaceDescription.Distortion;
builtinData.distortionBlur = surfaceDescription.DistortionBlur;
#endif
#ifndef SHADER_UNLIT
// PostInitBuiltinData call ApplyDebugToBuiltinData
PostInitBuiltinData(V, posInput, surfaceData, builtinData);
#else
ApplyDebugToBuiltinData(builtinData);
#endif
RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
}
// --------------------------------------------------
// Main
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl"
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#if !defined(SHADER_STAGE_RAY_TRACING)
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/VisualEffectVertex.hlsl"
#else
#endif
#endif
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
CustomEditorForRenderPipeline "Rendering.HighDefinition.LitShaderGraphGUI" "UnityEngine.Rendering.HighDefinition.HDRenderPipelineAsset"
FallBack "Hidden/Shader Graph/FallbackError"
}