Shader "CardEffect_UGUI" { Properties { [NoScaleOffset]_MainTex("MainTex", 2D) = "white" {} _Speed("Speed", Float) = 1 _RotateSpeed("RotateSpeed", Float) = 0.05 _Offset("Offset", Float) = 25 _EffectColor_L("EffectColor_L", Color) = (1, 0, 0, 1) _EffectColor_R("EffectColor_R", Color) = (0.4622642, 0.4622642, 0.4622642, 1) _EffectScale("EffectScale", Float) = 5 [NonModifiableTextureData][NoScaleOffset]_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847("Texture2D", 2D) = "white" {} [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "UniversalMaterialType" = "Unlit" "Queue"="Transparent" "ShaderGraphShader"="true" "ShaderGraphTargetId"="" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest [unity_GUIZTestMode] ZWrite Off Pass { Name "Sprite Unlit" Tags { "LightMode" = "Universal2D" "RenderType"="Transparent" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ DEBUG_DISPLAY // GraphKeywords: // Defines #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SPRITEUNLIT /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // Includes /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float4 texCoord0; float4 color; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; float3 TimeParameters; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; float4 interp1 : INTERP1; float4 interp2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.positionWS; output.interp1.xyzw = input.texCoord0; output.interp2.xyzw = input.color; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.positionWS = input.interp0.xyz; output.texCoord0 = input.interp1.xyzw; output.color = input.interp2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float4 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847_TexelSize; float _Offset; float _Speed; float _RotateSpeed; float4 _MainTex_TexelSize; float4 _EffectColor_L; float4 _EffectColor_R; float _EffectScale; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); SAMPLER(sampler_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out) { Out = A * B; } void Unity_Fraction_float4(float4 In, out float4 Out) { Out = frac(In); } void Unity_Posterize_float4(float4 In, float4 Steps, out float4 Out) { Out = floor(In / (1 / Steps)) * (1 / Steps); } void Unity_Multiply_float_float(float A, float B, out float Out) { Out = A * B; } void Unity_Negate_float(float In, out float Out) { Out = -1 * In; } void Unity_Add_float4(float4 A, float4 B, out float4 Out) { Out = A + B; } void Unity_Ellipse_float(float2 UV, float Width, float Height, out float Out) { #if defined(SHADER_STAGE_RAY_TRACING) Out = saturate((1.0 - length((UV * 2 - 1) / float2(Width, Height))) * 1e7); #else float d = length((UV * 2 - 1) / float2(Width, Height)); Out = saturate((1 - d) / fwidth(d)); #endif } struct Bindings_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float { half4 uv0; float3 TimeParameters; }; void SG_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float(float _Offset, float _Speed, UnityTexture2D _NoiseTexture, Bindings_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float IN, out float4 OutVector4_1, out float TimeOffset_2, out float2 UV_3) { float4 _UV_5af92850d60d4e79897872f293ee087d_Out_0 = IN.uv0; float _Property_91ab17c230b64b32a0ecf69e1d328904_Out_0 = _Offset; float4 _Multiply_0bf9d808dc04431a9950ee048574f8de_Out_2; Unity_Multiply_float4_float4(_UV_5af92850d60d4e79897872f293ee087d_Out_0, (_Property_91ab17c230b64b32a0ecf69e1d328904_Out_0.xxxx), _Multiply_0bf9d808dc04431a9950ee048574f8de_Out_2); float4 _Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1; Unity_Fraction_float4(_Multiply_0bf9d808dc04431a9950ee048574f8de_Out_2, _Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1); UnityTexture2D _Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0 = _NoiseTexture; float4 _Posterize_09a7f8c441e045259b9a342179f6870a_Out_2; Unity_Posterize_float4(_UV_5af92850d60d4e79897872f293ee087d_Out_0, (_Property_91ab17c230b64b32a0ecf69e1d328904_Out_0.xxxx), _Posterize_09a7f8c441e045259b9a342179f6870a_Out_2); float4 _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0 = SAMPLE_TEXTURE2D(_Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0.tex, _Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0.samplerstate, _Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0.GetTransformedUV((_Posterize_09a7f8c441e045259b9a342179f6870a_Out_2.xy))); float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_R_4 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.r; float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_G_5 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.g; float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_B_6 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.b; float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_A_7 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.a; float4 _Multiply_05db3d01fbb940bea336f771d81ea9bd_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0, float4(20, 2, 2, 2), _Multiply_05db3d01fbb940bea336f771d81ea9bd_Out_2); float _Property_acf7d33e8b034441a55590b054043770_Out_0 = _Speed; float _Multiply_125141439cb542dfa8f4e5dca722c73d_Out_2; Unity_Multiply_float_float(IN.TimeParameters.x, _Property_acf7d33e8b034441a55590b054043770_Out_0, _Multiply_125141439cb542dfa8f4e5dca722c73d_Out_2); float _Negate_3f2d3c11ed24426cb93f0103918187d5_Out_1; Unity_Negate_float(_Multiply_125141439cb542dfa8f4e5dca722c73d_Out_2, _Negate_3f2d3c11ed24426cb93f0103918187d5_Out_1); float4 _Add_ddb5154fe851434a93bd2960da67a84e_Out_2; Unity_Add_float4(_Multiply_05db3d01fbb940bea336f771d81ea9bd_Out_2, (_Negate_3f2d3c11ed24426cb93f0103918187d5_Out_1.xxxx), _Add_ddb5154fe851434a93bd2960da67a84e_Out_2); float4 _Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1; Unity_Fraction_float4(_Add_ddb5154fe851434a93bd2960da67a84e_Out_2, _Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1); float4 _Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2; Unity_Multiply_float4_float4(_Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1, float4(0.7, 2, 2, 2), _Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2); float _Ellipse_55aba3fc1afe41e4bf9457d5c0a3ff8a_Out_4; Unity_Ellipse_float((_Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1.xy), (_Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2).x, (_Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2).x, _Ellipse_55aba3fc1afe41e4bf9457d5c0a3ff8a_Out_4); OutVector4_1 = (_Ellipse_55aba3fc1afe41e4bf9457d5c0a3ff8a_Out_4.xxxx); TimeOffset_2 = (_Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1).x; UV_3 = (_Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1.xy); } void Unity_Rotate_Radians_float(float2 UV, float2 Center, float Rotation, out float2 Out) { //rotation matrix UV -= Center; float s = sin(Rotation); float c = cos(Rotation); //center rotation matrix float2x2 rMatrix = float2x2(c, -s, s, c); rMatrix *= 0.5; rMatrix += 0.5; rMatrix = rMatrix*2 - 1; //multiply the UVs by the rotation matrix UV.xy = mul(UV.xy, rMatrix); UV += Center; Out = UV; } inline float2 Unity_Voronoi_RandomVector_float (float2 UV, float offset) { float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); UV = frac(sin(mul(UV, m))); return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); } void Unity_Voronoi_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { float2 g = floor(UV * CellDensity); float2 f = frac(UV * CellDensity); float t = 8.0; float3 res = float3(8.0, 0.0, 0.0); for(int y=-1; y<=1; y++) { for(int x=-1; x<=1; x++) { float2 lattice = float2(x,y); float2 offset = Unity_Voronoi_RandomVector_float(lattice + g, AngleOffset); float d = distance(lattice + offset, f); if(d < res.x) { res = float3(d, offset.x, offset.y); Out = res.x; Cells = res.y; } } } } void Unity_Posterize_float(float In, float Steps, out float Out) { Out = floor(In / (1 / Steps)) * (1 / Steps); } 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_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } void Unity_Blend_Screen_float4(float4 Base, float4 Blend, out float4 Out, float Opacity) { Out = 1.0 - (1.0 - Blend) * (1.0 - Base); Out = lerp(Base, Out, Opacity); } void Unity_Power_float4(float4 A, float4 B, out float4 Out) { Out = pow(A, B); } void Unity_Clamp_float4(float4 In, float4 Min, float4 Max, out float4 Out) { Out = clamp(In, Min, Max); } void Unity_Step_float4(float4 Edge, float4 In, out float4 Out) { Out = step(Edge, In); } void Unity_Multiply_half4_half4(half4 A, half4 B, out half4 Out) { Out = A * B; } /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // 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; } #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { half3 BaseColor; float Alpha; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float _Property_c5cf26cce70442ca8e2ded48d324cc55_Out_0 = _Offset; float _Property_0e5bb9e6b149461c92450230038161a2_Out_0 = _Speed; Bindings_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0; _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0.uv0 = IN.uv0; _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0.TimeParameters = IN.TimeParameters; float4 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_OutVector4_1; float _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_TimeOffset_2; float2 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_UV_3; SG_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float(_Property_c5cf26cce70442ca8e2ded48d324cc55_Out_0, _Property_0e5bb9e6b149461c92450230038161a2_Out_0, UnityBuildTexture2DStructNoScale(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847), _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0, _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_OutVector4_1, _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_TimeOffset_2, _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_UV_3); float4 _UV_5a749041001d4d19afd52f240757f43b_Out_0 = IN.uv0; float _Property_43a4a5b3b9ed424fa5ceab94c5121031_Out_0 = _RotateSpeed; float _Multiply_8aa8d642e3484e4cb4b5747e339ef452_Out_2; Unity_Multiply_float_float(IN.TimeParameters.x, _Property_43a4a5b3b9ed424fa5ceab94c5121031_Out_0, _Multiply_8aa8d642e3484e4cb4b5747e339ef452_Out_2); float2 _Rotate_e054cc4e2b55475eb5bd902edccd0026_Out_3; Unity_Rotate_Radians_float((_UV_5a749041001d4d19afd52f240757f43b_Out_0.xy), float2 (0.5, 0.5), _Multiply_8aa8d642e3484e4cb4b5747e339ef452_Out_2, _Rotate_e054cc4e2b55475eb5bd902edccd0026_Out_3); float _Property_f7f607fc072e4dd5ab03349ee775cae8_Out_0 = _EffectScale; float _Voronoi_181f4e4e2d714fe1899987a3d0989972_Out_3; float _Voronoi_181f4e4e2d714fe1899987a3d0989972_Cells_4; Unity_Voronoi_float(_Rotate_e054cc4e2b55475eb5bd902edccd0026_Out_3, 2, _Property_f7f607fc072e4dd5ab03349ee775cae8_Out_0, _Voronoi_181f4e4e2d714fe1899987a3d0989972_Out_3, _Voronoi_181f4e4e2d714fe1899987a3d0989972_Cells_4); float _Posterize_5c73ac575d684df0b961ccad235b5442_Out_2; Unity_Posterize_float(_Voronoi_181f4e4e2d714fe1899987a3d0989972_Cells_4, 3.12, _Posterize_5c73ac575d684df0b961ccad235b5442_Out_2); float _Remap_961d95469a2743e09cc848e6c76de75b_Out_3; Unity_Remap_float(_Posterize_5c73ac575d684df0b961ccad235b5442_Out_2, float2 (0.5, 1), float2 (0, 1), _Remap_961d95469a2743e09cc848e6c76de75b_Out_3); float _OneMinus_f30685e40d644bd2b66dd360aa187a11_Out_1; Unity_OneMinus_float(_Remap_961d95469a2743e09cc848e6c76de75b_Out_3, _OneMinus_f30685e40d644bd2b66dd360aa187a11_Out_1); float _Add_099cb1d4ea224587ad2a2802a059d12b_Out_2; Unity_Add_float(_OneMinus_f30685e40d644bd2b66dd360aa187a11_Out_1, -0.5, _Add_099cb1d4ea224587ad2a2802a059d12b_Out_2); float _Clamp_90b2d7524e634b8fa0a8fa4cd6da656a_Out_3; Unity_Clamp_float(_Add_099cb1d4ea224587ad2a2802a059d12b_Out_2, 0, 1, _Clamp_90b2d7524e634b8fa0a8fa4cd6da656a_Out_3); float4 _Property_ae8aa110a63c4c13bfc893190b3f18ff_Out_0 = _EffectColor_L; float4 _Blend_9080e70c223644b7b8842768a48b40a1_Out_2; Unity_Blend_Screen_float4((_Clamp_90b2d7524e634b8fa0a8fa4cd6da656a_Out_3.xxxx), _Property_ae8aa110a63c4c13bfc893190b3f18ff_Out_0, _Blend_9080e70c223644b7b8842768a48b40a1_Out_2, 1); float _Float_dd23b43bb23642c0b4ef546ba35b9e61_Out_0 = 2; float4 _Power_dc9a746bd79a4dab824033a20ce0c881_Out_2; Unity_Power_float4(_Blend_9080e70c223644b7b8842768a48b40a1_Out_2, (_Float_dd23b43bb23642c0b4ef546ba35b9e61_Out_0.xxxx), _Power_dc9a746bd79a4dab824033a20ce0c881_Out_2); float4 _Add_8c58c1a441c844d79d3eaffc0abb31ab_Out_2; Unity_Add_float4(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_OutVector4_1, _Power_dc9a746bd79a4dab824033a20ce0c881_Out_2, _Add_8c58c1a441c844d79d3eaffc0abb31ab_Out_2); float4 _Clamp_64775fe66a6c4c63b7be5dfda081ab25_Out_3; Unity_Clamp_float4(_Add_8c58c1a441c844d79d3eaffc0abb31ab_Out_2, float4(0, 0, 0, 0), float4(1, 1, 1, 1), _Clamp_64775fe66a6c4c63b7be5dfda081ab25_Out_3); UnityTexture2D _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0 = UnityBuildTexture2DStructNoScale(_MainTex); float4 _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0 = SAMPLE_TEXTURE2D(_Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.tex, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.samplerstate, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_c65372133ec7403199999756176e307f_R_4 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.r; float _SampleTexture2D_c65372133ec7403199999756176e307f_G_5 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.g; float _SampleTexture2D_c65372133ec7403199999756176e307f_B_6 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.b; float _SampleTexture2D_c65372133ec7403199999756176e307f_A_7 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.a; float4 _Step_15f19298f48546a899ddc587bcb23772_Out_2; Unity_Step_float4(float4(0.3, 0.3, 0.3, 1), _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0, _Step_15f19298f48546a899ddc587bcb23772_Out_2); half4 _Multiply_4f85720508db4d3cad99c2b2e10bd4b0_Out_2; Unity_Multiply_half4_half4(_Clamp_64775fe66a6c4c63b7be5dfda081ab25_Out_3, _Step_15f19298f48546a899ddc587bcb23772_Out_2, _Multiply_4f85720508db4d3cad99c2b2e10bd4b0_Out_2); surface.BaseColor = (_Multiply_4f85720508db4d3cad99c2b2e10bd4b0_Out_2.xyz); surface.Alpha = _SampleTexture2D_c65372133ec7403199999756176e307f_A_7; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); output.uv0 = input.texCoord0; output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl" ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode" = "SceneSelectionPass" "RenderType"="Transparent" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // Includes /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.interp0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float4 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847_TexelSize; float _Offset; float _Speed; float _RotateSpeed; float4 _MainTex_TexelSize; float4 _EffectColor_L; float4 _EffectColor_R; float _EffectScale; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); SAMPLER(sampler_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // 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; } #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0 = UnityBuildTexture2DStructNoScale(_MainTex); float4 _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0 = SAMPLE_TEXTURE2D(_Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.tex, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.samplerstate, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_c65372133ec7403199999756176e307f_R_4 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.r; float _SampleTexture2D_c65372133ec7403199999756176e307f_G_5 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.g; float _SampleTexture2D_c65372133ec7403199999756176e307f_B_6 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.b; float _SampleTexture2D_c65372133ec7403199999756176e307f_A_7 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.a; surface.Alpha = _SampleTexture2D_c65372133ec7403199999756176e307f_A_7; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode" = "Picking" "RenderType"="Transparent" } // Render State Cull Back // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords // PassKeywords: // GraphKeywords: // Defines #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD0 #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // Includes /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float4 texCoord0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 interp0 : INTERP0; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyzw = input.texCoord0; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.texCoord0 = input.interp0.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float4 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847_TexelSize; float _Offset; float _Speed; float _RotateSpeed; float4 _MainTex_TexelSize; float4 _EffectColor_L; float4 _EffectColor_R; float _EffectScale; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); SAMPLER(sampler_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions // GraphFunctions: /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // 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; } #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { float Alpha; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; UnityTexture2D _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0 = UnityBuildTexture2DStructNoScale(_MainTex); float4 _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0 = SAMPLE_TEXTURE2D(_Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.tex, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.samplerstate, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_c65372133ec7403199999756176e307f_R_4 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.r; float _SampleTexture2D_c65372133ec7403199999756176e307f_G_5 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.g; float _SampleTexture2D_c65372133ec7403199999756176e307f_B_6 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.b; float _SampleTexture2D_c65372133ec7403199999756176e307f_A_7 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.a; surface.Alpha = _SampleTexture2D_c65372133ec7403199999756176e307f_A_7; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); output.uv0 = input.texCoord0; #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl" ENDHLSL } Pass { Name "Sprite Unlit" Tags { "LightMode" = "UniversalForward" "RenderType"="Transparent" } // Render State Cull Off // Debug // // -------------------------------------------------- // Pass HLSLPROGRAM // Pragmas #pragma target 2.0 #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag // DotsInstancingOptions: // HybridV1InjectedBuiltinProperties: // Keywords #pragma multi_compile_fragment _ DEBUG_DISPLAY // GraphKeywords: // Defines #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define FEATURES_GRAPH_VERTEX /* WARNING: $splice Could not find named fragment 'PassInstancing' */ #define SHADERPASS SHADERPASS_SPRITEFORWARD /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */ // Includes /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" // -------------------------------------------------- // Structs and Packing /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */ struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : INSTANCEID_SEMANTIC; #endif }; struct Varyings { float4 positionCS : SV_POSITION; float3 positionWS; float4 texCoord0; float4 color; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; struct SurfaceDescriptionInputs { float4 uv0; float3 TimeParameters; }; struct VertexDescriptionInputs { float3 ObjectSpaceNormal; float3 ObjectSpaceTangent; float3 ObjectSpacePosition; }; struct PackedVaryings { float4 positionCS : SV_POSITION; float3 interp0 : INTERP0; float4 interp1 : INTERP1; float4 interp2 : INTERP2; #if UNITY_ANY_INSTANCING_ENABLED uint instanceID : CUSTOM_INSTANCE_ID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) uint stereoTargetEyeIndexAsBlendIdx0 : BLENDINDICES0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC; #endif }; PackedVaryings PackVaryings (Varyings input) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); output.positionCS = input.positionCS; output.interp0.xyz = input.positionWS; output.interp1.xyzw = input.texCoord0; output.interp2.xyzw = input.color; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } Varyings UnpackVaryings (PackedVaryings input) { Varyings output; output.positionCS = input.positionCS; output.positionWS = input.interp0.xyz; output.texCoord0 = input.interp1.xyzw; output.color = input.interp2.xyzw; #if UNITY_ANY_INSTANCING_ENABLED output.instanceID = input.instanceID; #endif #if (defined(UNITY_STEREO_MULTIVIEW_ENABLED)) || (defined(UNITY_STEREO_INSTANCING_ENABLED) && (defined(SHADER_API_GLES3) || defined(SHADER_API_GLCORE))) output.stereoTargetEyeIndexAsBlendIdx0 = input.stereoTargetEyeIndexAsBlendIdx0; #endif #if (defined(UNITY_STEREO_INSTANCING_ENABLED)) output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx; #endif #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) output.cullFace = input.cullFace; #endif return output; } // -------------------------------------------------- // Graph // Graph Properties CBUFFER_START(UnityPerMaterial) float4 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847_TexelSize; float _Offset; float _Speed; float _RotateSpeed; float4 _MainTex_TexelSize; float4 _EffectColor_L; float4 _EffectColor_R; float _EffectScale; CBUFFER_END // Object and Global properties SAMPLER(SamplerState_Linear_Repeat); TEXTURE2D(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); SAMPLER(sampler_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847); TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); // Graph Includes // GraphIncludes: // -- Property used by ScenePickingPass #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif // -- Properties used by SceneSelectionPass #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif // Graph Functions void Unity_Multiply_float4_float4(float4 A, float4 B, out float4 Out) { Out = A * B; } void Unity_Fraction_float4(float4 In, out float4 Out) { Out = frac(In); } void Unity_Posterize_float4(float4 In, float4 Steps, out float4 Out) { Out = floor(In / (1 / Steps)) * (1 / Steps); } void Unity_Multiply_float_float(float A, float B, out float Out) { Out = A * B; } void Unity_Negate_float(float In, out float Out) { Out = -1 * In; } void Unity_Add_float4(float4 A, float4 B, out float4 Out) { Out = A + B; } void Unity_Ellipse_float(float2 UV, float Width, float Height, out float Out) { #if defined(SHADER_STAGE_RAY_TRACING) Out = saturate((1.0 - length((UV * 2 - 1) / float2(Width, Height))) * 1e7); #else float d = length((UV * 2 - 1) / float2(Width, Height)); Out = saturate((1 - d) / fwidth(d)); #endif } struct Bindings_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float { half4 uv0; float3 TimeParameters; }; void SG_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float(float _Offset, float _Speed, UnityTexture2D _NoiseTexture, Bindings_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float IN, out float4 OutVector4_1, out float TimeOffset_2, out float2 UV_3) { float4 _UV_5af92850d60d4e79897872f293ee087d_Out_0 = IN.uv0; float _Property_91ab17c230b64b32a0ecf69e1d328904_Out_0 = _Offset; float4 _Multiply_0bf9d808dc04431a9950ee048574f8de_Out_2; Unity_Multiply_float4_float4(_UV_5af92850d60d4e79897872f293ee087d_Out_0, (_Property_91ab17c230b64b32a0ecf69e1d328904_Out_0.xxxx), _Multiply_0bf9d808dc04431a9950ee048574f8de_Out_2); float4 _Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1; Unity_Fraction_float4(_Multiply_0bf9d808dc04431a9950ee048574f8de_Out_2, _Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1); UnityTexture2D _Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0 = _NoiseTexture; float4 _Posterize_09a7f8c441e045259b9a342179f6870a_Out_2; Unity_Posterize_float4(_UV_5af92850d60d4e79897872f293ee087d_Out_0, (_Property_91ab17c230b64b32a0ecf69e1d328904_Out_0.xxxx), _Posterize_09a7f8c441e045259b9a342179f6870a_Out_2); float4 _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0 = SAMPLE_TEXTURE2D(_Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0.tex, _Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0.samplerstate, _Property_0f47fe7166024fc3bd8ddaa51ab47862_Out_0.GetTransformedUV((_Posterize_09a7f8c441e045259b9a342179f6870a_Out_2.xy))); float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_R_4 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.r; float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_G_5 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.g; float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_B_6 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.b; float _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_A_7 = _SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0.a; float4 _Multiply_05db3d01fbb940bea336f771d81ea9bd_Out_2; Unity_Multiply_float4_float4(_SampleTexture2D_df420262c2c6442eb14650be2ab1a98f_RGBA_0, float4(20, 2, 2, 2), _Multiply_05db3d01fbb940bea336f771d81ea9bd_Out_2); float _Property_acf7d33e8b034441a55590b054043770_Out_0 = _Speed; float _Multiply_125141439cb542dfa8f4e5dca722c73d_Out_2; Unity_Multiply_float_float(IN.TimeParameters.x, _Property_acf7d33e8b034441a55590b054043770_Out_0, _Multiply_125141439cb542dfa8f4e5dca722c73d_Out_2); float _Negate_3f2d3c11ed24426cb93f0103918187d5_Out_1; Unity_Negate_float(_Multiply_125141439cb542dfa8f4e5dca722c73d_Out_2, _Negate_3f2d3c11ed24426cb93f0103918187d5_Out_1); float4 _Add_ddb5154fe851434a93bd2960da67a84e_Out_2; Unity_Add_float4(_Multiply_05db3d01fbb940bea336f771d81ea9bd_Out_2, (_Negate_3f2d3c11ed24426cb93f0103918187d5_Out_1.xxxx), _Add_ddb5154fe851434a93bd2960da67a84e_Out_2); float4 _Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1; Unity_Fraction_float4(_Add_ddb5154fe851434a93bd2960da67a84e_Out_2, _Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1); float4 _Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2; Unity_Multiply_float4_float4(_Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1, float4(0.7, 2, 2, 2), _Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2); float _Ellipse_55aba3fc1afe41e4bf9457d5c0a3ff8a_Out_4; Unity_Ellipse_float((_Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1.xy), (_Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2).x, (_Multiply_6f64ac10a11543e78401568c7b2231b2_Out_2).x, _Ellipse_55aba3fc1afe41e4bf9457d5c0a3ff8a_Out_4); OutVector4_1 = (_Ellipse_55aba3fc1afe41e4bf9457d5c0a3ff8a_Out_4.xxxx); TimeOffset_2 = (_Fraction_6d1edab838c745dfbbcdedeb3475725d_Out_1).x; UV_3 = (_Fraction_6433cdecf65d4e899d09f0f53b81bba8_Out_1.xy); } void Unity_Rotate_Radians_float(float2 UV, float2 Center, float Rotation, out float2 Out) { //rotation matrix UV -= Center; float s = sin(Rotation); float c = cos(Rotation); //center rotation matrix float2x2 rMatrix = float2x2(c, -s, s, c); rMatrix *= 0.5; rMatrix += 0.5; rMatrix = rMatrix*2 - 1; //multiply the UVs by the rotation matrix UV.xy = mul(UV.xy, rMatrix); UV += Center; Out = UV; } inline float2 Unity_Voronoi_RandomVector_float (float2 UV, float offset) { float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); UV = frac(sin(mul(UV, m))); return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); } void Unity_Voronoi_float(float2 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { float2 g = floor(UV * CellDensity); float2 f = frac(UV * CellDensity); float t = 8.0; float3 res = float3(8.0, 0.0, 0.0); for(int y=-1; y<=1; y++) { for(int x=-1; x<=1; x++) { float2 lattice = float2(x,y); float2 offset = Unity_Voronoi_RandomVector_float(lattice + g, AngleOffset); float d = distance(lattice + offset, f); if(d < res.x) { res = float3(d, offset.x, offset.y); Out = res.x; Cells = res.y; } } } } void Unity_Posterize_float(float In, float Steps, out float Out) { Out = floor(In / (1 / Steps)) * (1 / Steps); } 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_OneMinus_float(float In, out float Out) { Out = 1 - In; } void Unity_Add_float(float A, float B, out float Out) { Out = A + B; } void Unity_Clamp_float(float In, float Min, float Max, out float Out) { Out = clamp(In, Min, Max); } void Unity_Blend_Screen_float4(float4 Base, float4 Blend, out float4 Out, float Opacity) { Out = 1.0 - (1.0 - Blend) * (1.0 - Base); Out = lerp(Base, Out, Opacity); } void Unity_Power_float4(float4 A, float4 B, out float4 Out) { Out = pow(A, B); } void Unity_Clamp_float4(float4 In, float4 Min, float4 Max, out float4 Out) { Out = clamp(In, Min, Max); } void Unity_Step_float4(float4 Edge, float4 In, out float4 Out) { Out = step(Edge, In); } void Unity_Multiply_half4_half4(half4 A, half4 B, out half4 Out) { Out = A * B; } /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */ // 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; } #ifdef FEATURES_GRAPH_VERTEX Varyings CustomInterpolatorPassThroughFunc(inout Varyings output, VertexDescription input) { return output; } #define CUSTOMINTERPOLATOR_VARYPASSTHROUGH_FUNC #endif // Graph Pixel struct SurfaceDescription { half3 BaseColor; float Alpha; }; SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float _Property_c5cf26cce70442ca8e2ded48d324cc55_Out_0 = _Offset; float _Property_0e5bb9e6b149461c92450230038161a2_Out_0 = _Speed; Bindings_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0; _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0.uv0 = IN.uv0; _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0.TimeParameters = IN.TimeParameters; float4 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_OutVector4_1; float _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_TimeOffset_2; float2 _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_UV_3; SG_bulinbulin_f613fecbf02d33f47ba855dcf08ae49a_float(_Property_c5cf26cce70442ca8e2ded48d324cc55_Out_0, _Property_0e5bb9e6b149461c92450230038161a2_Out_0, UnityBuildTexture2DStructNoScale(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_NoiseTexture_2787506847), _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0, _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_OutVector4_1, _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_TimeOffset_2, _bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_UV_3); float4 _UV_5a749041001d4d19afd52f240757f43b_Out_0 = IN.uv0; float _Property_43a4a5b3b9ed424fa5ceab94c5121031_Out_0 = _RotateSpeed; float _Multiply_8aa8d642e3484e4cb4b5747e339ef452_Out_2; Unity_Multiply_float_float(IN.TimeParameters.x, _Property_43a4a5b3b9ed424fa5ceab94c5121031_Out_0, _Multiply_8aa8d642e3484e4cb4b5747e339ef452_Out_2); float2 _Rotate_e054cc4e2b55475eb5bd902edccd0026_Out_3; Unity_Rotate_Radians_float((_UV_5a749041001d4d19afd52f240757f43b_Out_0.xy), float2 (0.5, 0.5), _Multiply_8aa8d642e3484e4cb4b5747e339ef452_Out_2, _Rotate_e054cc4e2b55475eb5bd902edccd0026_Out_3); float _Property_f7f607fc072e4dd5ab03349ee775cae8_Out_0 = _EffectScale; float _Voronoi_181f4e4e2d714fe1899987a3d0989972_Out_3; float _Voronoi_181f4e4e2d714fe1899987a3d0989972_Cells_4; Unity_Voronoi_float(_Rotate_e054cc4e2b55475eb5bd902edccd0026_Out_3, 2, _Property_f7f607fc072e4dd5ab03349ee775cae8_Out_0, _Voronoi_181f4e4e2d714fe1899987a3d0989972_Out_3, _Voronoi_181f4e4e2d714fe1899987a3d0989972_Cells_4); float _Posterize_5c73ac575d684df0b961ccad235b5442_Out_2; Unity_Posterize_float(_Voronoi_181f4e4e2d714fe1899987a3d0989972_Cells_4, 3.12, _Posterize_5c73ac575d684df0b961ccad235b5442_Out_2); float _Remap_961d95469a2743e09cc848e6c76de75b_Out_3; Unity_Remap_float(_Posterize_5c73ac575d684df0b961ccad235b5442_Out_2, float2 (0.5, 1), float2 (0, 1), _Remap_961d95469a2743e09cc848e6c76de75b_Out_3); float _OneMinus_f30685e40d644bd2b66dd360aa187a11_Out_1; Unity_OneMinus_float(_Remap_961d95469a2743e09cc848e6c76de75b_Out_3, _OneMinus_f30685e40d644bd2b66dd360aa187a11_Out_1); float _Add_099cb1d4ea224587ad2a2802a059d12b_Out_2; Unity_Add_float(_OneMinus_f30685e40d644bd2b66dd360aa187a11_Out_1, -0.5, _Add_099cb1d4ea224587ad2a2802a059d12b_Out_2); float _Clamp_90b2d7524e634b8fa0a8fa4cd6da656a_Out_3; Unity_Clamp_float(_Add_099cb1d4ea224587ad2a2802a059d12b_Out_2, 0, 1, _Clamp_90b2d7524e634b8fa0a8fa4cd6da656a_Out_3); float4 _Property_ae8aa110a63c4c13bfc893190b3f18ff_Out_0 = _EffectColor_L; float4 _Blend_9080e70c223644b7b8842768a48b40a1_Out_2; Unity_Blend_Screen_float4((_Clamp_90b2d7524e634b8fa0a8fa4cd6da656a_Out_3.xxxx), _Property_ae8aa110a63c4c13bfc893190b3f18ff_Out_0, _Blend_9080e70c223644b7b8842768a48b40a1_Out_2, 1); float _Float_dd23b43bb23642c0b4ef546ba35b9e61_Out_0 = 2; float4 _Power_dc9a746bd79a4dab824033a20ce0c881_Out_2; Unity_Power_float4(_Blend_9080e70c223644b7b8842768a48b40a1_Out_2, (_Float_dd23b43bb23642c0b4ef546ba35b9e61_Out_0.xxxx), _Power_dc9a746bd79a4dab824033a20ce0c881_Out_2); float4 _Add_8c58c1a441c844d79d3eaffc0abb31ab_Out_2; Unity_Add_float4(_bulinbulin_cf00be93eeb54f1a97db91aef28f9bc0_OutVector4_1, _Power_dc9a746bd79a4dab824033a20ce0c881_Out_2, _Add_8c58c1a441c844d79d3eaffc0abb31ab_Out_2); float4 _Clamp_64775fe66a6c4c63b7be5dfda081ab25_Out_3; Unity_Clamp_float4(_Add_8c58c1a441c844d79d3eaffc0abb31ab_Out_2, float4(0, 0, 0, 0), float4(1, 1, 1, 1), _Clamp_64775fe66a6c4c63b7be5dfda081ab25_Out_3); UnityTexture2D _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0 = UnityBuildTexture2DStructNoScale(_MainTex); float4 _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0 = SAMPLE_TEXTURE2D(_Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.tex, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.samplerstate, _Property_a2f7dfa2712945f0bfee20cefe27d113_Out_0.GetTransformedUV(IN.uv0.xy)); float _SampleTexture2D_c65372133ec7403199999756176e307f_R_4 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.r; float _SampleTexture2D_c65372133ec7403199999756176e307f_G_5 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.g; float _SampleTexture2D_c65372133ec7403199999756176e307f_B_6 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.b; float _SampleTexture2D_c65372133ec7403199999756176e307f_A_7 = _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0.a; float4 _Step_15f19298f48546a899ddc587bcb23772_Out_2; Unity_Step_float4(float4(0.3, 0.3, 0.3, 1), _SampleTexture2D_c65372133ec7403199999756176e307f_RGBA_0, _Step_15f19298f48546a899ddc587bcb23772_Out_2); half4 _Multiply_4f85720508db4d3cad99c2b2e10bd4b0_Out_2; Unity_Multiply_half4_half4(_Clamp_64775fe66a6c4c63b7be5dfda081ab25_Out_3, _Step_15f19298f48546a899ddc587bcb23772_Out_2, _Multiply_4f85720508db4d3cad99c2b2e10bd4b0_Out_2); surface.BaseColor = (_Multiply_4f85720508db4d3cad99c2b2e10bd4b0_Out_2.xyz); surface.Alpha = _SampleTexture2D_c65372133ec7403199999756176e307f_A_7; return surface; } // -------------------------------------------------- // Build Graph Inputs VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input) { VertexDescriptionInputs output; ZERO_INITIALIZE(VertexDescriptionInputs, output); output.ObjectSpaceNormal = input.normalOS; output.ObjectSpaceTangent = input.tangentOS.xyz; output.ObjectSpacePosition = input.positionOS; return output; } SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input) { SurfaceDescriptionInputs output; ZERO_INITIALIZE(SurfaceDescriptionInputs, output); output.uv0 = input.texCoord0; output.TimeParameters = _TimeParameters.xyz; // This is mainly for LW as HD overwrite this value #if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE) #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN output.FaceSign = IS_FRONT_VFACE(input.cullFace, true, false); #else #define BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN #endif #undef BUILD_SURFACE_DESCRIPTION_INPUTS_OUTPUT_FACESIGN return output; } // -------------------------------------------------- // Main #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl" ENDHLSL } } CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" FallBack "Hidden/Shader Graph/FallbackError" }