testss
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#ifndef UNIVERSAL_SIMPLE_LIT_META_PASS_INCLUDED
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#define UNIVERSAL_SIMPLE_LIT_META_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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#ifdef _TANGENT_TO_WORLD
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float4 tangentOS : TANGENT;
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#endif
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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 : TEXCOORD0;
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};
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Varyings UniversalVertexMeta(Attributes input)
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{
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Varyings output;
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output.positionCS = MetaVertexPosition(input.positionOS, input.uv1, input.uv2,
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unity_LightmapST, unity_DynamicLightmapST);
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output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
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return output;
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}
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half4 UniversalFragmentMetaSimple(Varyings input) : SV_Target
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{
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float2 uv = input.uv;
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MetaInput metaInput;
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metaInput.Albedo = _BaseColor.rgb * SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv).rgb;
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metaInput.SpecularColor = SampleSpecularSmoothness(uv, 1.0h, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap)).xyz;
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metaInput.Emission = SampleEmission(uv, _EmissionColor.rgb, TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap));
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return MetaFragment(metaInput);
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}
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//LWRP -> Universal Backwards Compatibility
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Varyings LightweightVertexMeta(Attributes input)
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{
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return UniversalVertexMeta(input);
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}
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half4 LightweightFragmentMetaSimple(Varyings input) : SV_Target
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{
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return UniversalFragmentMetaSimple(input);
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}
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#endif
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