${VFXBegin:VFXPassForward}"UniversalForwardOnly"${VFXEnd}
${VFXBegin:VFXPassForward2D}"Universal2D"${VFXEnd}
${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd}
${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd}
${VFXBegin:VFXPassDepth}"DepthOnly"${VFXEnd}

${VFXBegin:VFXPassDepthDefine}
#if defined(WRITE_NORMAL_BUFFER)
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#else
#define SHADERPASS SHADERPASS_DEPTHONLY
#endif
${VFXEnd}
${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd}
${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd}

${VFXBegin:VFXPassForwardAdditionalPragma}
#pragma multi_compile_fog
${VFXEnd}

${VFXBegin:VFXPassForwardLitAdditionalPragma}
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
#pragma multi_compile_fog
#pragma multi_compile _ DEBUG_DISPLAY
${VFXEnd}
${VFXBegin:VFXPassDepthAdditionalPragma}
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
${VFXEnd}
${VFXBegin:VFXPassGBufferAdditionalPragma}
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//See Lit.shader, these multi_compile aren't used in GBuffer
//#pragma multi_compile _ _ADDITIONAL_LIGHTS
//#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _LIGHT_LAYERS
${VFXEnd}

${VFXBegin:VFXShaderGraphFunctionsInclude}
#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/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
${VFXEnd}


${VFXBegin:VFXPassDepthCommonFragmentURPLit}
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
${VFXPassVelocityDefine}
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
${VFXPassShadowDefine}
#else
${VFXPassDepthDefine}
#endif
${VFXIncludeRP("VFXLit.template")}

#if defined(WRITE_NORMAL_BUFFER)
${SHADERGRAPH_PIXEL_CODE_DEPTHNORMALS}
#else
${SHADERGRAPH_PIXEL_CODE_DEPTHONLY}
#endif

#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
int _ObjectId;
int _PassValue;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
float4 _SelectionID;
#endif

#pragma fragment frag
void frag(ps_input i
#if USE_DOUBLE_SIDED
    , bool frontFace : SV_IsFrontFace
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
    #if defined(WRITE_NORMAL_BUFFER)
    , out float4 outNormalBuffer : SV_Target0
    #endif
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
    , out float4 outColor : SV_Target0
#endif
)
{
    UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
    VFXTransformPSInputs(i);
    ${VFXComputeNormalWS}
    
    #ifdef VFX_SHADERGRAPH
        ${VFXAdditionalInterpolantsPreparation}

        #if defined(WRITE_NORMAL_BUFFER)
        ${SHADERGRAPH_PIXEL_CALL_DEPTHNORMALS}
        #else
        ${SHADERGRAPH_PIXEL_CALL_DEPTHONLY}
        #endif

        float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA};
        #else
        
        float alpha = VFXGetFragmentColor(i).a;
        #if URP_USE_BASE_COLOR_MAP_ALPHA
            alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;
        #endif
    #endif
    
    VFXClipFragmentColor(alpha,i);
    
    #if defined(WRITE_NORMAL_BUFFER)
        #ifdef VFX_SHADERGRAPH
            #if HAS_SHADERGRAPH_PARAM_NORMALTS
                float3 n =  OUTSG.${SHADERGRAPH_PARAM_NORMALTS};
                normalWS = mul(n,tbn);
            #endif
        #endif
        VFXComputePixelOutputToNormalBuffer(normalWS,  outNormalBuffer);
    #endif

    #if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
        // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
        outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
    #elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
        outColor = _SelectionID;
    #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
        //void
    #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
        //void
    #else
        #error VFX_PASSDEPTH undefined
    #endif
}
${VFXEnd}