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Shader "Shader Graphs/URP Sample Buffer"
{
Properties
{
_OutlineThickness("_OutlineThickness", Float) = 1
[NoScaleOffset]_MainTex("MainTex", 2D) = "white" {}
_Color("Color", Color) = (0, 1, 0.2233989, 0)
}
SubShader
{
Tags
{
// RenderPipeline: <None>
"RenderType"="Opaque"
"Queue"="Geometry"
// DisableBatching: <None>
"ShaderGraphShader"="true"
}
Pass
{
    // Name: <None>
    Tags
    {
        // LightMode: <None>
    }

    // Render State
    // RenderState: <None>

    // Debug
    // <None>

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

    HLSLPROGRAM

    // Pragmas
    #pragma vertex vert
#pragma fragment frag

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

    // Defines
    #define VARYINGS_NEED_POSITION_WS
    /* WARNING: $splice Could not find named fragment 'PassInstancing' */
    #define SHADERPASS SHADERPASS_PREVIEW
#define SHADERGRAPH_PREVIEW 1

    // Includes
    /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreInclude' */

    #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#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.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

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

    /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPrePacking' */

    struct Attributes
{
 float3 positionOS : POSITION;
#if UNITY_ANY_INSTANCING_ENABLED
 uint instanceID : INSTANCEID_SEMANTIC;
#endif
};
struct Varyings
{
 float4 positionCS : SV_POSITION;
 float3 positionWS;
#if UNITY_ANY_INSTANCING_ENABLED
 uint instanceID : CUSTOM_INSTANCE_ID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
 FRONT_FACE_TYPE cullFace : FRONT_FACE_SEMANTIC;
#endif
};
struct SurfaceDescriptionInputs
{
 float3 WorldSpacePosition;
 float4 ScreenPosition;
 float2 NDCPosition;
 float2 PixelPosition;
};
struct VertexDescriptionInputs
{
};
struct PackedVaryings
{
 float4 positionCS : SV_POSITION;
 float3 positionWS : INTERP0;
#if UNITY_ANY_INSTANCING_ENABLED
 uint instanceID : CUSTOM_INSTANCE_ID;
#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.positionWS.xyz = input.positionWS;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#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.positionWS.xyz;
#if UNITY_ANY_INSTANCING_ENABLED
output.instanceID = input.instanceID;
#endif
#if defined(SHADER_STAGE_FRAGMENT) && defined(VARYINGS_NEED_CULLFACE)
output.cullFace = input.cullFace;
#endif
return output;
}


    // --------------------------------------------------
    // Graph

    // Graph Properties
    CBUFFER_START(UnityPerMaterial)
float _OutlineThickness;
float4 _MainTex_TexelSize;
float4 _Color;
CBUFFER_END


// Object and Global properties
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
    
TEXTURE2D_X(_BlitTexture);
float4 Unity_Universal_SampleBuffer_BlitSource_float(float2 uv)
{
uint2 pixelCoords = uint2(uv * _ScreenSize.xy);
return LOAD_TEXTURE2D_X_LOD(_BlitTexture, pixelCoords, 0);
}

    /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreVertex' */

    // Graph Vertex
    // GraphVertex: <None>

    /* WARNING: $splice Could not find named fragment 'CustomInterpolatorPreSurface' */

    // Graph Pixel
    struct SurfaceDescription
{
float4 Out;
};

SurfaceDescription SurfaceDescriptionFunction(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float4 _URPSampleBuffer_e9737d6f4c404cef9b86f5d3a7f80df0_Output_2_Vector4 = Unity_Universal_SampleBuffer_BlitSource_float(float4(IN.NDCPosition.xy, 0, 0).xy);
surface.Out = all(isfinite(_URPSampleBuffer_e9737d6f4c404cef9b86f5d3a7f80df0_Output_2_Vector4)) ? half4(_URPSampleBuffer_e9737d6f4c404cef9b86f5d3a7f80df0_Output_2_Vector4.x, _URPSampleBuffer_e9737d6f4c404cef9b86f5d3a7f80df0_Output_2_Vector4.y, _URPSampleBuffer_e9737d6f4c404cef9b86f5d3a7f80df0_Output_2_Vector4.z, 1.0) : float4(1.0f, 0.0f, 1.0f, 1.0f);
return surface;
}

    // --------------------------------------------------
    // Build Graph Inputs

    SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
{
    SurfaceDescriptionInputs output;
    ZERO_INITIALIZE(SurfaceDescriptionInputs, output);

    /* WARNING: $splice Could not find named fragment 'CustomInterpolatorCopyToSDI' */





    output.WorldSpacePosition =                         input.positionWS;
    output.ScreenPosition =                             ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);

    #if UNITY_UV_STARTS_AT_TOP
    output.PixelPosition = float2(input.positionCS.x, (_ProjectionParams.x < 0) ? (_ScreenParams.y - input.positionCS.y) : input.positionCS.y);
    #else
    output.PixelPosition = float2(input.positionCS.x, (_ProjectionParams.x > 0) ? (_ScreenParams.y - input.positionCS.y) : input.positionCS.y);
    #endif

    output.NDCPosition = output.PixelPosition.xy / _ScreenParams.xy;
    output.NDCPosition.y = 1.0f - output.NDCPosition.y;

#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.shadergraph/ShaderGraphLibrary/PreviewVaryings.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/PreviewPass.hlsl"

    ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
FallBack "Hidden/Shader Graph/FallbackError"
}
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