219 lines
8.5 KiB
Plaintext
219 lines
8.5 KiB
Plaintext
Shader "Custom/Base_Shader"
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{
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Properties
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{
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[Enum(UnityEngine.Rendering.CullMode)] _Cull("Cull Mode", Float) = 2.0
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[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
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[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
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[Normal] _BumpMap("Normal Map", 2D) = "bump" {}
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_BumpScale("Normal Scale", Float) = 1.0
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[NoScaleOffset] _MRAE("MRAE Map (Metallic (R) Roughness (G) AO (B) Emissive (A))", 2D) = "white" {}
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[Space(10)]
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_Metallic("Metallic Intensity", Range(0.0, 1.0)) = 0.0
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_MinSmoothness("MinRoughness Intensity", Range(0.0, 1.0)) = 0.0
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_MaxSmoothness("MaxRoghness Intensity", Range(0.0, 1.0)) = 1
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//[HideInInspector] _Smoothness("Smoothness Multiplier", Range(0.0, 1.0)) = 1.0
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_OcclusionStrength("Occlusion Strength", Range(0.0, 1.0)) = 1.0
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[Space(10)]
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[HDR]_EmissionColorA("Emissive Color A", Color) = (0,0,0)
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[HDR]_EmissionColorB("Emissive Color B", Color) = (1,1,1)
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_EmissionIntensity("Emissive Intensity", Range(0.0, 20.0)) = 0.0
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//[HideInInspector][HDR]_EmissionColor("Emission Color (Legacy)", Color) = (1,1,1)
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[Space(10)]
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[Space(10)]
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// Editmode props
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[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
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[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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[HideInInspector] _Surface("Surface Type", Float) = 0.0
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Opaque"
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"RenderPipeline" = "UniversalPipeline"
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"UniversalMaterialType" = "Lit"
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"IgnoreProjector" = "True"
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}
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LOD 300
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Pass
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{
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Name "ForwardLit"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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ZWrite On
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 4.5
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma shader_feature_local_fragment _SPECULAR_SETUP
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#pragma vertex LitPassVertex
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#pragma fragment LitPassFragment
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#include "Assets\JGW\Art\Shader/CustomLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
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half4 LitPassFragment(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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SurfaceData surfaceData;
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InitializeStandardLitSurfaceData(input.uv, surfaceData);
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half4 mrae = SAMPLE_TEXTURE2D(_MRAE, sampler_MRAE, input.uv);
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surfaceData.metallic = saturate(mrae.r * _Metallic);
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surfaceData.smoothness = saturate(lerp(_MinSmoothness, _MaxSmoothness, mrae.g));
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surfaceData.occlusion = saturate(LerpWhiteTo(mrae.b, _OcclusionStrength));
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surfaceData.emission = lerp(_EmissionColorA.rgb, _EmissionColorB.rgb, mrae.a) * mrae.a * _EmissionIntensity;
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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half4 color = UniversalFragmentPBR(inputData, surfaceData);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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color.a = OutputAlpha(color.a, _Surface);
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return color;
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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 "ShadowCaster"
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Tags
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{
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"LightMode" = "ShadowCaster"
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}
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ZWrite On
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ZTest LEqual
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ColorMask 0
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Cull[_Cull]
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex ShadowPassVertex
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#pragma fragment ShadowPassFragment
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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma multi_compile_instancing
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Assets\JGW\Art\Shader/CustomLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
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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
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{
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"LightMode" = "DepthOnly"
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}
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ZWrite On
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ColorMask R
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Cull[_Cull]
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HLSLPROGRAM
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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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#pragma shader_feature_local _ALPHATEST_ON
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#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_instancing
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#include "Assets\JGW\Art\Shader/CustomLitInput.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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Pass
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{
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Name "Meta"
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Tags
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{
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"LightMode" = "Meta"
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}
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Cull Off
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HLSLPROGRAM
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#pragma target 4.5
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#pragma vertex UniversalVertexMeta
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#pragma fragment UniversalFragmentMetaLit
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#pragma shader_feature EDITOR_VISUALIZATION
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#pragma shader_feature_local_fragment _EMISSION
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#pragma shader_feature_local_fragment _ALPHATEST_ON
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#include "Assets\JGW\Art\Shader/CustomLitInput.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/LitMetaPass.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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}
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