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URP 2D Lit Template - Sprite Lit Master
Shader "Sprite Lit Master"
{
Properties
{
[NoScaleOffset]_MainTex("MainText", 2D) = "white" {}
_Color("Color", Color) = (0, 0, 0, 0)
}
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"Queue"="Transparent+0"
}
Pass
{
Name "Sprite Lit"
Tags
{
"LightMode" = "Universal2D"
}
// Render State
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZTest LEqual
ZWrite Off
// ColorMask: <None>
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// Debug
// <None>
// --------------------------------------------------
// Pass
// Pragmas
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// Keywords
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
// 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_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define VARYINGS_NEED_SCREENPOSITION
#define SHADERPASS_SPRITELIT
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _Color;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize;
SAMPLER(_SampleTexture2D_2BA12186_Sampler_3_Linear_Repeat);
// Graph Functions
// GraphFunctions: <None>
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescriptionInputs
{
float4 uv0;
};
struct SurfaceDescription
{
float4 Color;
float4 Mask;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _Property_B6960D2C_Out_0 = _Color;
float4 _SampleTexture2D_2BA12186_RGBA_0 = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.uv0.xy);
float _SampleTexture2D_2BA12186_R_4 = _SampleTexture2D_2BA12186_RGBA_0.r;
float _SampleTexture2D_2BA12186_G_5 = _SampleTexture2D_2BA12186_RGBA_0.g;
float _SampleTexture2D_2BA12186_B_6 = _SampleTexture2D_2BA12186_RGBA_0.b;
float _SampleTexture2D_2BA12186_A_7 = _SampleTexture2D_2BA12186_RGBA_0.a;
surface.Color = _Property_B6960D2C_Out_0;
surface.Mask = _SampleTexture2D_2BA12186_RGBA_0;
return surface;
}
// --------------------------------------------------
// Structs and Packing
// Generated Type: Attributes
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
};
// Generated Type: Varyings
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
float4 color;
float4 screenPosition;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Generated Type: PackedVaryings
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
float4 interp00 : TEXCOORD0;
float4 interp01 : TEXCOORD1;
float4 interp02 : TEXCOORD2;
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Packed Type: Varyings
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output = (PackedVaryings)0;
output.positionCS = input.positionCS;
output.interp00.xyzw = input.texCoord0;
output.interp01.xyzw = input.color;
output.interp02.xyzw = input.screenPosition;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// Unpacked Type: Varyings
Varyings UnpackVaryings(PackedVaryings input)
{
Varyings output = (Varyings)0;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp00.xyzw;
output.color = input.interp01.xyzw;
output.screenPosition = input.interp02.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Build Graph Inputs
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/SpriteLitPass.hlsl"
ENDHLSL
}
Pass
{
Name "Sprite Normal"
Tags
{
"LightMode" = "NormalsRendering"
}
// Render State
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZTest LEqual
ZWrite Off
// ColorMask: <None>
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// Debug
// <None>
// --------------------------------------------------
// Pass
// Pragmas
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// Keywords
// PassKeywords: <None>
// GraphKeywords: <None>
// Defines
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define SHADERPASS_SPRITENORMAL
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _Color;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize;
// Graph Functions
// GraphFunctions: <None>
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescriptionInputs
{
};
struct SurfaceDescription
{
float4 Color;
float3 Normal;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _Property_B6960D2C_Out_0 = _Color;
surface.Color = _Property_B6960D2C_Out_0;
surface.Normal = float3 (0, 0, 1);
return surface;
}
// --------------------------------------------------
// Structs and Packing
// Generated Type: Attributes
struct Attributes
{
float3 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
// Generated Type: Varyings
struct Varyings
{
float4 positionCS : SV_POSITION;
float3 normalWS;
float4 tangentWS;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Generated Type: PackedVaryings
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
float3 interp00 : TEXCOORD0;
float4 interp01 : TEXCOORD1;
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Packed Type: Varyings
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output = (PackedVaryings)0;
output.positionCS = input.positionCS;
output.interp00.xyz = input.normalWS;
output.interp01.xyzw = input.tangentWS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// Unpacked Type: Varyings
Varyings UnpackVaryings(PackedVaryings input)
{
Varyings output = (Varyings)0;
output.positionCS = input.positionCS;
output.normalWS = input.interp00.xyz;
output.tangentWS = input.interp01.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Build Graph Inputs
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#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/SpriteNormalPass.hlsl"
ENDHLSL
}
Pass
{
Name "Sprite Forward"
Tags
{
"LightMode" = "UniversalForward"
}
// Render State
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
Cull Off
ZTest LEqual
ZWrite Off
// ColorMask: <None>
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
// Debug
// <None>
// --------------------------------------------------
// Pass
// Pragmas
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma target 2.0
// Keywords
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
// 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_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define SHADERPASS_SPRITEFORWARD
// Includes
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
// --------------------------------------------------
// Graph
// Graph Properties
CBUFFER_START(UnityPerMaterial)
float4 _Color;
CBUFFER_END
TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); float4 _MainTex_TexelSize;
// Graph Functions
// GraphFunctions: <None>
// Graph Vertex
// GraphVertex: <None>
// Graph Pixel
struct SurfaceDescriptionInputs
{
};
struct SurfaceDescription
{
float4 Color;
float3 Normal;
};
SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _Property_B6960D2C_Out_0 = _Color;
surface.Color = _Property_B6960D2C_Out_0;
surface.Normal = float3 (0, 0, 1);
return surface;
}
// --------------------------------------------------
// Structs and Packing
// Generated Type: Attributes
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
};
// Generated Type: Varyings
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 texCoord0;
float4 color;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Generated Type: PackedVaryings
struct PackedVaryings
{
float4 positionCS : SV_POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
uint instanceID : CUSTOM_INSTANCE_ID;
#endif
float4 interp00 : TEXCOORD0;
float4 interp01 : TEXCOORD1;
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
uint stereoTargetEyeIndexAsRTArrayIdx : SV_RenderTargetArrayIndex;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
// Packed Type: Varyings
PackedVaryings PackVaryings(Varyings input)
{
PackedVaryings output = (PackedVaryings)0;
output.positionCS = input.positionCS;
output.interp00.xyzw = input.texCoord0;
output.interp01.xyzw = input.color;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// Unpacked Type: Varyings
Varyings UnpackVaryings(PackedVaryings input)
{
Varyings output = (Varyings)0;
output.positionCS = input.positionCS;
output.texCoord0 = input.interp00.xyzw;
output.color = input.interp01.xyzw;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if (defined(UNITY_STEREO_INSTANCING_ENABLED))
output.stereoTargetEyeIndexAsRTArrayIdx = input.stereoTargetEyeIndexAsRTArrayIdx;
#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(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}
// --------------------------------------------------
// Build Graph Inputs
SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
SurfaceDescriptionInputs output;
ZERO_INITIALIZE(SurfaceDescriptionInputs, output);
#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/SpriteForwardPass.hlsl"
ENDHLSL
}
}
FallBack "Hidden/Shader Graph/FallbackError"
}
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