Files
taptap2024_GJ_chidouren/Assets/Art/Shader/CardEffect_UGUI.shader
2024-10-16 00:03:41 +08:00

1688 lines
76 KiB
GLSL

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
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_fragment _ DEBUG_DISPLAY
// GraphKeywords: <None>
// 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: <None>
// -- 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
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// 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: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
/* 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
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// 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: <None>
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
// GraphFunctions: <None>
/* 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
// <None>
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
#pragma target 2.0
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
// DotsInstancingOptions: <None>
// HybridV1InjectedBuiltinProperties: <None>
// Keywords
#pragma multi_compile_fragment _ DEBUG_DISPLAY
// GraphKeywords: <None>
// 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: <None>
// -- 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"
}