#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Unlit.hlsl" void InitializeInputData(Varyings input, out InputData inputData) { inputData = (InputData)0; // InputData is only used for DebugDisplay purposes in Unlit, so these are not initialized. #if defined(DEBUG_DISPLAY) inputData.positionWS = input.positionWS; inputData.normalWS = input.normalWS; inputData.viewDirectionWS = input.viewDirectionWS; #else inputData.positionWS = half3(0, 0, 0); inputData.normalWS = half3(0, 0, 1); inputData.viewDirectionWS = half3(0, 0, 1); #endif inputData.shadowCoord = 0; inputData.fogCoord = 0; inputData.vertexLighting = half3(0, 0, 0); inputData.bakedGI = half3(0, 0, 0); inputData.normalizedScreenSpaceUV = 0; inputData.shadowMask = half4(1, 1, 1, 1); } PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; output = BuildVaryings(input); PackedVaryings packedOutput = PackVaryings(output); return packedOutput; } half4 frag(PackedVaryings packedInput) : SV_TARGET { Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); SurfaceDescription surfaceDescription = BuildSurfaceDescription(unpacked); #if _ALPHATEST_ON half alpha = surfaceDescription.Alpha; clip(alpha - surfaceDescription.AlphaClipThreshold); #elif _SURFACE_TYPE_TRANSPARENT half alpha = surfaceDescription.Alpha; #else half alpha = 1; #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(unpacked.positionCS, surfaceDescription.BaseColor); #endif InputData inputData; InitializeInputData(unpacked, inputData); // TODO: Mip debug modes would require this, open question how to do this on ShaderGraph. //SETUP_DEBUG_TEXTURE_DATA(inputData, input.texCoord1, _MainTex); half4 finalColor = UniversalFragmentUnlit(inputData, surfaceDescription.BaseColor, alpha); return finalColor; }