testss
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#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
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#define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings DepthNormalsVertex(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangentOS);
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output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS);
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return output;
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}
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float4 DepthNormalsFragment(Varyings input) : SV_TARGET
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff);
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return float4(PackNormalOctRectEncode(TransformWorldToViewDir(input.normalWS, true)), 0.0, 0.0);
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}
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#endif
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