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Shader Graph URP Node Support

Open valkyrienyanko opened this issue 4 years ago • 2 comments

Can you make this into a URP node I can import into my visual URP shader graph? I'm trying to blend colors together on a sphere I have. image

valkyrienyanko avatar May 21 '21 20:05 valkyrienyanko

I am working for this Job. but i has issue for "TEXTURE2D_PARAM" in shader graph .

ub3132003 avatar Sep 03 '21 09:09 ub3132003

hi ,i just work out the shader graph , but it's seem like no work perfect。

`Shader "Blur" { Properties { [NoScaleOffset]_Texture2D("Texture2D", 2D) = "white" {} [HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "UniversalMaterialType" = "Unlit" "Queue"="Geometry" } Pass { Name "Pass" Tags { // LightMode: <None> }

        // Render State
        Cull Back
    Blend One Zero
    ZTest LEqual
    ZWrite On

        // Debug
        // <None>

        // --------------------------------------------------
        // Pass

        HLSLPROGRAM

        // Pragmas
        #pragma target 2.0
    #pragma only_renderers gles gles3 glcore d3d11
    #pragma multi_compile_instancing
    #pragma multi_compile_fog
    #pragma vertex vert
    #pragma fragment frag

        // DotsInstancingOptions: <None>
        // HybridV1InjectedBuiltinProperties: <None>

        // Keywords
        #pragma multi_compile _ LIGHTMAP_ON
    #pragma multi_compile _ DIRLIGHTMAP_COMBINED
    #pragma shader_feature _ _SAMPLE_GI
        // GraphKeywords: <None>

        // Defines
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define ATTRIBUTES_NEED_TEXCOORD1
        #define ATTRIBUTES_NEED_TEXCOORD2
        #define ATTRIBUTES_NEED_TEXCOORD3
        #define VARYINGS_NEED_TEXCOORD0
        #define VARYINGS_NEED_TEXCOORD1
        #define VARYINGS_NEED_TEXCOORD2
        #define VARYINGS_NEED_TEXCOORD3
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_UNLIT
        /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */

        // Includes
        #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"

        // --------------------------------------------------
        // Structs and Packing

        struct Attributes
    {
        float3 positionOS : POSITION;
        float3 normalOS : NORMAL;
        float4 tangentOS : TANGENT;
        float4 uv0 : TEXCOORD0;
        float4 uv1 : TEXCOORD1;
        float4 uv2 : TEXCOORD2;
        float4 uv3 : TEXCOORD3;
        #if UNITY_ANY_INSTANCING_ENABLED
        uint instanceID : INSTANCEID_SEMANTIC;
        #endif
    };
    struct Varyings
    {
        float4 positionCS : SV_POSITION;
        float4 texCoord0;
        float4 texCoord1;
        float4 texCoord2;
        float4 texCoord3;
        #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;
        float4 uv1;
        float4 uv2;
        float4 uv3;
    };
    struct VertexDescriptionInputs
    {
        float3 ObjectSpaceNormal;
        float3 ObjectSpaceTangent;
        float3 ObjectSpacePosition;
    };
    struct PackedVaryings
    {
        float4 positionCS : SV_POSITION;
        float4 interp0 : TEXCOORD0;
        float4 interp1 : TEXCOORD1;
        float4 interp2 : TEXCOORD2;
        float4 interp3 : TEXCOORD3;
        #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;
        output.positionCS = input.positionCS;
        output.interp0.xyzw =  input.texCoord0;
        output.interp1.xyzw =  input.texCoord1;
        output.interp2.xyzw =  input.texCoord2;
        output.interp3.xyzw =  input.texCoord3;
        #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;
        output.texCoord1 = input.interp1.xyzw;
        output.texCoord2 = input.interp2.xyzw;
        output.texCoord3 = input.interp3.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 _Texture2D_TexelSize;
    CBUFFER_END

    // Object and Global properties
    SAMPLER(SamplerState_Linear_Repeat);
    TEXTURE2D(_Texture2D);
    SAMPLER(sampler_Texture2D);

        // Graph Functions
        
    // 9126e7c56eef7c72773892ed520191af
    #include "Assets/VFX/Blur.hlsl"

    void Unity_Add_float4(float4 A, float4 B, out float4 Out)
    {
        Out = A + B;
    }

        // Graph Vertex
        struct VertexDescription
    {
        float3 Position;
        float3 Normal;
        float3 Tangent;
    };

    VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
    {
        VertexDescription description = (VertexDescription)0;
        description.Position = IN.ObjectSpacePosition;
        description.Normal = IN.ObjectSpaceNormal;
        description.Tangent = IN.ObjectSpaceTangent;
        return description;
    }

        // Graph Pixel
        struct SurfaceDescription
    {
        float3 BaseColor;
    };

    SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
    {
        SurfaceDescription surface = (SurfaceDescription)0;
        UnityTexture2D _Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0 = UnityBuildTexture2DStructNoScale(_Texture2D);
        float _TexelSize_3a60a4264b42470d832c11ec3c769f39_Width_0 = _Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.texelSize.z;
        float _TexelSize_3a60a4264b42470d832c11ec3c769f39_Height_2 = _Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.texelSize.w;
        float2 _Vector2_fb243124c61c4592a7253192675b6dad_Out_0 = float2(_TexelSize_3a60a4264b42470d832c11ec3c769f39_Width_0, _TexelSize_3a60a4264b42470d832c11ec3c769f39_Height_2);
        float4 _UV_0cfda654f9fe4c23a7437cb2b0b5ba8f_Out_0 = IN.uv0;
        float4 _GaussianBlurHorizontalCustomFunction_b0a5736d21d14fd2a60a95d8c301e695_New2_2;
        GaussianBlurHorizontal_float(_Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate, _Vector2_fb243124c61c4592a7253192675b6dad_Out_0, (_UV_0cfda654f9fe4c23a7437cb2b0b5ba8f_Out_0.xy), 1, 3, _GaussianBlurHorizontalCustomFunction_b0a5736d21d14fd2a60a95d8c301e695_New2_2);
        float4 _GaussianBlurVerticalCustomFunction_8830b721d1d74b4bab3237963751518f_New4_6;
        GaussianBlurVertical_float(_Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate, _Vector2_fb243124c61c4592a7253192675b6dad_Out_0, (_UV_0cfda654f9fe4c23a7437cb2b0b5ba8f_Out_0.xy), 1, 3, _GaussianBlurVerticalCustomFunction_8830b721d1d74b4bab3237963751518f_New4_6);
        float4 _Add_e6215dd08bb94979a205cbae780260ba_Out_2;
        Unity_Add_float4(_GaussianBlurHorizontalCustomFunction_b0a5736d21d14fd2a60a95d8c301e695_New2_2, _GaussianBlurVerticalCustomFunction_8830b721d1d74b4bab3237963751518f_New4_6, _Add_e6215dd08bb94979a205cbae780260ba_Out_2);
        surface.BaseColor = (_Add_e6215dd08bb94979a205cbae780260ba_Out_2.xyz);
        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.uv1 =                         input.texCoord1;
        output.uv2 =                         input.texCoord2;
        output.uv3 =                         input.texCoord3;
    #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/ShaderPass.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"

        ENDHLSL
    }
    Pass
    {
        Name "ShadowCaster"
        Tags
        {
            "LightMode" = "ShadowCaster"
        }

        // Render State
        Cull Back
    Blend One Zero
    ZTest LEqual
    ZWrite On
    ColorMask 0

        // Debug
        // <None>

        // --------------------------------------------------
        // Pass

        HLSLPROGRAM

        // Pragmas
        #pragma target 2.0
    #pragma only_renderers gles gles3 glcore d3d11
    #pragma multi_compile_instancing
    #pragma vertex vert
    #pragma fragment frag

        // DotsInstancingOptions: <None>
        // HybridV1InjectedBuiltinProperties: <None>

        // Keywords
        #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
        // GraphKeywords: <None>

        // Defines
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_SHADOWCASTER
        /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */

        // Includes
        #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"

        // --------------------------------------------------
        // Structs and Packing

        struct Attributes
    {
        float3 positionOS : POSITION;
        float3 normalOS : NORMAL;
        float4 tangentOS : TANGENT;
        #if UNITY_ANY_INSTANCING_ENABLED
        uint instanceID : INSTANCEID_SEMANTIC;
        #endif
    };
    struct Varyings
    {
        float4 positionCS : SV_POSITION;
        #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
    {
    };
    struct VertexDescriptionInputs
    {
        float3 ObjectSpaceNormal;
        float3 ObjectSpaceTangent;
        float3 ObjectSpacePosition;
    };
    struct PackedVaryings
    {
        float4 positionCS : SV_POSITION;
        #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;
        output.positionCS = input.positionCS;
        #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;
        #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 _Texture2D_TexelSize;
    CBUFFER_END

    // Object and Global properties
    SAMPLER(SamplerState_Linear_Repeat);
    TEXTURE2D(_Texture2D);
    SAMPLER(sampler_Texture2D);

        // Graph Functions
        // GraphFunctions: <None>

        // Graph Vertex
        struct VertexDescription
    {
        float3 Position;
        float3 Normal;
        float3 Tangent;
    };

    VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
    {
        VertexDescription description = (VertexDescription)0;
        description.Position = IN.ObjectSpacePosition;
        description.Normal = IN.ObjectSpaceNormal;
        description.Tangent = IN.ObjectSpaceTangent;
        return description;
    }

        // Graph Pixel
        struct SurfaceDescription
    {
    };

    SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
    {
        SurfaceDescription surface = (SurfaceDescription)0;
        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);





    #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/ShaderPass.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"

        ENDHLSL
    }
    Pass
    {
        Name "DepthOnly"
        Tags
        {
            "LightMode" = "DepthOnly"
        }

        // Render State
        Cull Back
    Blend One Zero
    ZTest LEqual
    ZWrite On
    ColorMask 0

        // Debug
        // <None>

        // --------------------------------------------------
        // Pass

        HLSLPROGRAM

        // Pragmas
        #pragma target 2.0
    #pragma only_renderers gles gles3 glcore d3d11
    #pragma multi_compile_instancing
    #pragma vertex vert
    #pragma fragment frag

        // DotsInstancingOptions: <None>
        // HybridV1InjectedBuiltinProperties: <None>

        // Keywords
        // PassKeywords: <None>
        // GraphKeywords: <None>

        // Defines
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_DEPTHONLY
        /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */

        // Includes
        #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"

        // --------------------------------------------------
        // Structs and Packing

        struct Attributes
    {
        float3 positionOS : POSITION;
        float3 normalOS : NORMAL;
        float4 tangentOS : TANGENT;
        #if UNITY_ANY_INSTANCING_ENABLED
        uint instanceID : INSTANCEID_SEMANTIC;
        #endif
    };
    struct Varyings
    {
        float4 positionCS : SV_POSITION;
        #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
    {
    };
    struct VertexDescriptionInputs
    {
        float3 ObjectSpaceNormal;
        float3 ObjectSpaceTangent;
        float3 ObjectSpacePosition;
    };
    struct PackedVaryings
    {
        float4 positionCS : SV_POSITION;
        #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;
        output.positionCS = input.positionCS;
        #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;
        #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 _Texture2D_TexelSize;
    CBUFFER_END

    // Object and Global properties
    SAMPLER(SamplerState_Linear_Repeat);
    TEXTURE2D(_Texture2D);
    SAMPLER(sampler_Texture2D);

        // Graph Functions
        // GraphFunctions: <None>

        // Graph Vertex
        struct VertexDescription
    {
        float3 Position;
        float3 Normal;
        float3 Tangent;
    };

    VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
    {
        VertexDescription description = (VertexDescription)0;
        description.Position = IN.ObjectSpacePosition;
        description.Normal = IN.ObjectSpaceNormal;
        description.Tangent = IN.ObjectSpaceTangent;
        return description;
    }

        // Graph Pixel
        struct SurfaceDescription
    {
    };

    SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
    {
        SurfaceDescription surface = (SurfaceDescription)0;
        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);





    #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/ShaderPass.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"

        ENDHLSL
    }
}
SubShader
{
    Tags
    {
        "RenderPipeline"="UniversalPipeline"
        "RenderType"="Opaque"
        "UniversalMaterialType" = "Unlit"
        "Queue"="Geometry"
    }
    Pass
    {
        Name "Pass"
        Tags
        {
            // LightMode: <None>
        }

        // Render State
        Cull Back
    Blend One Zero
    ZTest LEqual
    ZWrite On

        // Debug
        // <None>

        // --------------------------------------------------
        // Pass

        HLSLPROGRAM

        // Pragmas
        #pragma target 4.5
    #pragma exclude_renderers gles gles3 glcore
    #pragma multi_compile_instancing
    #pragma multi_compile_fog
    #pragma multi_compile _ DOTS_INSTANCING_ON
    #pragma vertex vert
    #pragma fragment frag

        // DotsInstancingOptions: <None>
        // HybridV1InjectedBuiltinProperties: <None>

        // Keywords
        #pragma multi_compile _ LIGHTMAP_ON
    #pragma multi_compile _ DIRLIGHTMAP_COMBINED
    #pragma shader_feature _ _SAMPLE_GI
        // GraphKeywords: <None>

        // Defines
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define ATTRIBUTES_NEED_TEXCOORD0
        #define ATTRIBUTES_NEED_TEXCOORD1
        #define ATTRIBUTES_NEED_TEXCOORD2
        #define ATTRIBUTES_NEED_TEXCOORD3
        #define VARYINGS_NEED_TEXCOORD0
        #define VARYINGS_NEED_TEXCOORD1
        #define VARYINGS_NEED_TEXCOORD2
        #define VARYINGS_NEED_TEXCOORD3
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_UNLIT
        /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */

        // Includes
        #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"

        // --------------------------------------------------
        // Structs and Packing

        struct Attributes
    {
        float3 positionOS : POSITION;
        float3 normalOS : NORMAL;
        float4 tangentOS : TANGENT;
        float4 uv0 : TEXCOORD0;
        float4 uv1 : TEXCOORD1;
        float4 uv2 : TEXCOORD2;
        float4 uv3 : TEXCOORD3;
        #if UNITY_ANY_INSTANCING_ENABLED
        uint instanceID : INSTANCEID_SEMANTIC;
        #endif
    };
    struct Varyings
    {
        float4 positionCS : SV_POSITION;
        float4 texCoord0;
        float4 texCoord1;
        float4 texCoord2;
        float4 texCoord3;
        #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;
        float4 uv1;
        float4 uv2;
        float4 uv3;
    };
    struct VertexDescriptionInputs
    {
        float3 ObjectSpaceNormal;
        float3 ObjectSpaceTangent;
        float3 ObjectSpacePosition;
    };
    struct PackedVaryings
    {
        float4 positionCS : SV_POSITION;
        float4 interp0 : TEXCOORD0;
        float4 interp1 : TEXCOORD1;
        float4 interp2 : TEXCOORD2;
        float4 interp3 : TEXCOORD3;
        #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;
        output.positionCS = input.positionCS;
        output.interp0.xyzw =  input.texCoord0;
        output.interp1.xyzw =  input.texCoord1;
        output.interp2.xyzw =  input.texCoord2;
        output.interp3.xyzw =  input.texCoord3;
        #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;
        output.texCoord1 = input.interp1.xyzw;
        output.texCoord2 = input.interp2.xyzw;
        output.texCoord3 = input.interp3.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 _Texture2D_TexelSize;
    CBUFFER_END

    // Object and Global properties
    SAMPLER(SamplerState_Linear_Repeat);
    TEXTURE2D(_Texture2D);
    SAMPLER(sampler_Texture2D);

        // Graph Functions
        
    // 9126e7c56eef7c72773892ed520191af
    #include "Assets/VFX/Blur.hlsl"

    void Unity_Add_float4(float4 A, float4 B, out float4 Out)
    {
        Out = A + B;
    }

        // Graph Vertex
        struct VertexDescription
    {
        float3 Position;
        float3 Normal;
        float3 Tangent;
    };

    VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
    {
        VertexDescription description = (VertexDescription)0;
        description.Position = IN.ObjectSpacePosition;
        description.Normal = IN.ObjectSpaceNormal;
        description.Tangent = IN.ObjectSpaceTangent;
        return description;
    }

        // Graph Pixel
        struct SurfaceDescription
    {
        float3 BaseColor;
    };

    SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
    {
        SurfaceDescription surface = (SurfaceDescription)0;
        UnityTexture2D _Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0 = UnityBuildTexture2DStructNoScale(_Texture2D);
        float _TexelSize_3a60a4264b42470d832c11ec3c769f39_Width_0 = _Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.texelSize.z;
        float _TexelSize_3a60a4264b42470d832c11ec3c769f39_Height_2 = _Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.texelSize.w;
        float2 _Vector2_fb243124c61c4592a7253192675b6dad_Out_0 = float2(_TexelSize_3a60a4264b42470d832c11ec3c769f39_Width_0, _TexelSize_3a60a4264b42470d832c11ec3c769f39_Height_2);
        float4 _UV_0cfda654f9fe4c23a7437cb2b0b5ba8f_Out_0 = IN.uv0;
        float4 _GaussianBlurHorizontalCustomFunction_b0a5736d21d14fd2a60a95d8c301e695_New2_2;
        GaussianBlurHorizontal_float(_Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate, _Vector2_fb243124c61c4592a7253192675b6dad_Out_0, (_UV_0cfda654f9fe4c23a7437cb2b0b5ba8f_Out_0.xy), 1, 3, _GaussianBlurHorizontalCustomFunction_b0a5736d21d14fd2a60a95d8c301e695_New2_2);
        float4 _GaussianBlurVerticalCustomFunction_8830b721d1d74b4bab3237963751518f_New4_6;
        GaussianBlurVertical_float(_Property_d42a3f9a816142e2b7fea54026a7f17e_Out_0.tex, UnityBuildSamplerStateStruct(SamplerState_Linear_Repeat).samplerstate, _Vector2_fb243124c61c4592a7253192675b6dad_Out_0, (_UV_0cfda654f9fe4c23a7437cb2b0b5ba8f_Out_0.xy), 1, 3, _GaussianBlurVerticalCustomFunction_8830b721d1d74b4bab3237963751518f_New4_6);
        float4 _Add_e6215dd08bb94979a205cbae780260ba_Out_2;
        Unity_Add_float4(_GaussianBlurHorizontalCustomFunction_b0a5736d21d14fd2a60a95d8c301e695_New2_2, _GaussianBlurVerticalCustomFunction_8830b721d1d74b4bab3237963751518f_New4_6, _Add_e6215dd08bb94979a205cbae780260ba_Out_2);
        surface.BaseColor = (_Add_e6215dd08bb94979a205cbae780260ba_Out_2.xyz);
        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.uv1 =                         input.texCoord1;
        output.uv2 =                         input.texCoord2;
        output.uv3 =                         input.texCoord3;
    #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/ShaderPass.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"

        ENDHLSL
    }
    Pass
    {
        Name "ShadowCaster"
        Tags
        {
            "LightMode" = "ShadowCaster"
        }

        // Render State
        Cull Back
    Blend One Zero
    ZTest LEqual
    ZWrite On
    ColorMask 0

        // Debug
        // <None>

        // --------------------------------------------------
        // Pass

        HLSLPROGRAM

        // Pragmas
        #pragma target 4.5
    #pragma exclude_renderers gles gles3 glcore
    #pragma multi_compile_instancing
    #pragma multi_compile _ DOTS_INSTANCING_ON
    #pragma vertex vert
    #pragma fragment frag

        // DotsInstancingOptions: <None>
        // HybridV1InjectedBuiltinProperties: <None>

        // Keywords
        #pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
        // GraphKeywords: <None>

        // Defines
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_SHADOWCASTER
        /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */

        // Includes
        #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"

        // --------------------------------------------------
        // Structs and Packing

        struct Attributes
    {
        float3 positionOS : POSITION;
        float3 normalOS : NORMAL;
        float4 tangentOS : TANGENT;
        #if UNITY_ANY_INSTANCING_ENABLED
        uint instanceID : INSTANCEID_SEMANTIC;
        #endif
    };
    struct Varyings
    {
        float4 positionCS : SV_POSITION;
        #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
    {
    };
    struct VertexDescriptionInputs
    {
        float3 ObjectSpaceNormal;
        float3 ObjectSpaceTangent;
        float3 ObjectSpacePosition;
    };
    struct PackedVaryings
    {
        float4 positionCS : SV_POSITION;
        #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;
        output.positionCS = input.positionCS;
        #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;
        #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 _Texture2D_TexelSize;
    CBUFFER_END

    // Object and Global properties
    SAMPLER(SamplerState_Linear_Repeat);
    TEXTURE2D(_Texture2D);
    SAMPLER(sampler_Texture2D);

        // Graph Functions
        // GraphFunctions: <None>

        // Graph Vertex
        struct VertexDescription
    {
        float3 Position;
        float3 Normal;
        float3 Tangent;
    };

    VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
    {
        VertexDescription description = (VertexDescription)0;
        description.Position = IN.ObjectSpacePosition;
        description.Normal = IN.ObjectSpaceNormal;
        description.Tangent = IN.ObjectSpaceTangent;
        return description;
    }

        // Graph Pixel
        struct SurfaceDescription
    {
    };

    SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
    {
        SurfaceDescription surface = (SurfaceDescription)0;
        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);





    #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/ShaderPass.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl"

        ENDHLSL
    }
    Pass
    {
        Name "DepthOnly"
        Tags
        {
            "LightMode" = "DepthOnly"
        }

        // Render State
        Cull Back
    Blend One Zero
    ZTest LEqual
    ZWrite On
    ColorMask 0

        // Debug
        // <None>

        // --------------------------------------------------
        // Pass

        HLSLPROGRAM

        // Pragmas
        #pragma target 4.5
    #pragma exclude_renderers gles gles3 glcore
    #pragma multi_compile_instancing
    #pragma multi_compile _ DOTS_INSTANCING_ON
    #pragma vertex vert
    #pragma fragment frag

        // DotsInstancingOptions: <None>
        // HybridV1InjectedBuiltinProperties: <None>

        // Keywords
        // PassKeywords: <None>
        // GraphKeywords: <None>

        // Defines
        #define ATTRIBUTES_NEED_NORMAL
        #define ATTRIBUTES_NEED_TANGENT
        #define FEATURES_GRAPH_VERTEX
        /* WARNING: $splice Could not find named fragment 'PassInstancing' */
        #define SHADERPASS SHADERPASS_DEPTHONLY
        /* WARNING: $splice Could not find named fragment 'DotsInstancingVars' */

        // Includes
        #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"

        // --------------------------------------------------
        // Structs and Packing

        struct Attributes
    {
        float3 positionOS : POSITION;
        float3 normalOS : NORMAL;
        float4 tangentOS : TANGENT;
        #if UNITY_ANY_INSTANCING_ENABLED
        uint instanceID : INSTANCEID_SEMANTIC;
        #endif
    };
    struct Varyings
    {
        float4 positionCS : SV_POSITION;
        #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
    {
    };
    struct VertexDescriptionInputs
    {
        float3 ObjectSpaceNormal;
        float3 ObjectSpaceTangent;
        float3 ObjectSpacePosition;
    };
    struct PackedVaryings
    {
        float4 positionCS : SV_POSITION;
        #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;
        output.positionCS = input.positionCS;
        #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;
        #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 _Texture2D_TexelSize;
    CBUFFER_END

    // Object and Global properties
    SAMPLER(SamplerState_Linear_Repeat);
    TEXTURE2D(_Texture2D);
    SAMPLER(sampler_Texture2D);

        // Graph Functions
        // GraphFunctions: <None>

        // Graph Vertex
        struct VertexDescription
    {
        float3 Position;
        float3 Normal;
        float3 Tangent;
    };

    VertexDescription VertexDescriptionFunction(VertexDescriptionInputs IN)
    {
        VertexDescription description = (VertexDescription)0;
        description.Position = IN.ObjectSpacePosition;
        description.Normal = IN.ObjectSpaceNormal;
        description.Tangent = IN.ObjectSpaceTangent;
        return description;
    }

        // Graph Pixel
        struct SurfaceDescription
    {
    };

    SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
    {
        SurfaceDescription surface = (SurfaceDescription)0;
        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);





    #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/ShaderPass.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
    #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl"

        ENDHLSL
    }
}
FallBack "Hidden/Shader Graph/FallbackError"

}`

ub3132003 avatar Sep 03 '21 14:09 ub3132003