testss
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Shader "Universal Render Pipeline/Unlit"
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{
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Properties
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{
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[MainTexture] _BaseMap("Texture", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1, 1, 1, 1)
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_Cutoff("AlphaCutout", Range(0.0, 1.0)) = 0.5
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// BlendMode
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[HideInInspector] _Surface("__surface", Float) = 0.0
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[HideInInspector] _Blend("__blend", Float) = 0.0
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[HideInInspector] _AlphaClip("__clip", Float) = 0.0
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[HideInInspector] _SrcBlend("Src", Float) = 1.0
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[HideInInspector] _DstBlend("Dst", Float) = 0.0
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[HideInInspector] _ZWrite("ZWrite", Float) = 1.0
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[HideInInspector] _Cull("__cull", Float) = 2.0
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// Editmode props
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[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
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// ObsoleteProperties
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[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
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[HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1)
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[HideInInspector] _SampleGI("SampleGI", float) = 0.0 // needed from bakedlit
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}
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SubShader
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{
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Tags {"RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="4.5"}
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LOD 100
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Blend [_SrcBlend][_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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Pass
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{
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Name "Unlit"
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "UnlitInput.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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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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float2 uv : TEXCOORD0;
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float fogCoord : TEXCOORD1;
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float4 vertex : SV_POSITION;
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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 vert(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_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uv;
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
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half3 color = texColor.rgb * _BaseColor.rgb;
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half alpha = texColor.a * _BaseColor.a;
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AlphaDiscard(alpha, _Cutoff);
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#ifdef _ALPHAPREMULTIPLY_ON
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color *= alpha;
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#endif
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color = MixFog(color, input.fogCoord);
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return half4(color, alpha);
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}
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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#pragma exclude_renderers gles gles3 glcore
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#pragma target 4.5
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaUnlit
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl"
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ENDHLSL
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}
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}
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SubShader
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{
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Tags {"RenderType" = "Opaque" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "ShaderModel"="2.0"}
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LOD 100
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Blend [_SrcBlend][_DstBlend]
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ZWrite [_ZWrite]
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Cull [_Cull]
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Pass
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{
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Name "Unlit"
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#include "UnlitInput.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float2 uv : TEXCOORD0;
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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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float2 uv : TEXCOORD0;
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float fogCoord : TEXCOORD1;
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float4 vertex : SV_POSITION;
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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 vert(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_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
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output.vertex = vertexInput.positionCS;
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output.uv = TRANSFORM_TEX(input.uv, _BaseMap);
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output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
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return output;
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}
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half4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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half2 uv = input.uv;
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half4 texColor = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, uv);
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half3 color = texColor.rgb * _BaseColor.rgb;
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half alpha = texColor.a * _BaseColor.a;
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AlphaDiscard(alpha, _Cutoff);
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#ifdef _ALPHAPREMULTIPLY_ON
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color *= alpha;
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#endif
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color = MixFog(color, input.fogCoord);
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alpha = OutputAlpha(alpha, _Surface);
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return half4(color, alpha);
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}
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ENDHLSL
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}
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Pass
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{
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Name "DepthOnly"
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Tags{"LightMode" = "DepthOnly"}
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ZWrite On
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ColorMask 0
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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#pragma vertex DepthOnlyVertex
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#pragma fragment DepthOnlyFragment
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// -------------------------------------
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// Material Keywords
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
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ENDHLSL
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}
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// This pass it not used during regular rendering, only for lightmap baking.
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Pass
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{
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Name "Meta"
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Tags{"LightMode" = "Meta"}
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Cull Off
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HLSLPROGRAM
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#pragma only_renderers gles gles3 glcore d3d11
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#pragma target 2.0
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaUnlit
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitMetaPass.hlsl"
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ENDHLSL
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}
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}
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FallBack "Hidden/Universal Render Pipeline/FallbackError"
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CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.UnlitShader"
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}
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