231 lines
7.7 KiB
HLSL
231 lines
7.7 KiB
HLSL
#ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
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#define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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// GLES2 has limited amount of interpolators
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#if defined(_PARALLAXMAP) && !defined(SHADER_API_GLES)
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#define REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR
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#endif
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#if (defined(_NORMALMAP) || (defined(_PARALLAXMAP) && !defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR))) || defined(_DETAIL)
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#define REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR
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#endif
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// keep this file in sync with LitGBufferPass.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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float4 tangentOS : TANGENT;
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float2 texcoord : TEXCOORD0;
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float2 staticLightmapUV : TEXCOORD1;
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float2 dynamicLightmapUV : TEXCOORD2;
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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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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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float3 positionWS : TEXCOORD1;
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#endif
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float3 normalWS : TEXCOORD2;
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
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half4 tangentWS : TEXCOORD3; // xyz: tangent, w: sign
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#endif
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float3 viewDirWS : TEXCOORD4;
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light
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#else
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half fogFactor : TEXCOORD5;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD6;
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#endif
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirTS : TEXCOORD7;
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#endif
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DECLARE_LIGHTMAP_OR_SH(staticLightmapUV, vertexSH, 8);
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#ifdef DYNAMICLIGHTMAP_ON
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float2 dynamicLightmapUV : TEXCOORD9; // Dynamic lightmap UVs
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#endif
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float4 positionCS : 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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void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData)
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{
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inputData = (InputData)0;
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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inputData.positionWS = input.positionWS;
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#endif
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
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#if defined(_NORMALMAP) || defined(_DETAIL)
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float sgn = input.tangentWS.w; // should be either +1 or -1
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float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz);
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half3x3 tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz);
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#if defined(_NORMALMAP)
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inputData.tangentToWorld = tangentToWorld;
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#endif
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inputData.normalWS = TransformTangentToWorld(normalTS, tangentToWorld);
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#else
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inputData.normalWS = input.normalWS;
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#endif
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inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
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inputData.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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inputData.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
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#else
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inputData.shadowCoord = float4(0, 0, 0, 0);
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x);
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inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
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#else
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inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactor);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV, input.vertexSH, inputData.normalWS);
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#else
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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#if defined(DEBUG_DISPLAY)
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#if defined(DYNAMICLIGHTMAP_ON)
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inputData.dynamicLightmapUV = input.dynamicLightmapUV;
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#endif
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#if defined(LIGHTMAP_ON)
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inputData.staticLightmapUV = input.staticLightmapUV;
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#else
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inputData.vertexSH = input.vertexSH;
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#endif
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#endif
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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// Used in Standard (Physically Based) shader
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Varyings LitPassVertex(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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// normalWS and tangentWS already normalize.
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// this is required to avoid skewing the direction during interpolation
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// also required for per-vertex lighting and SH evaluation
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
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half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
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half fogFactor = 0;
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#if !defined(_FOG_FRAGMENT)
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fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
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#endif
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output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
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// already normalized from normal transform to WS.
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output.normalWS = normalInput.normalWS;
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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real sign = input.tangentOS.w * GetOddNegativeScale();
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half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
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#endif
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#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
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output.tangentWS = tangentWS;
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#endif
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
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half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
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output.viewDirTS = viewDirTS;
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#endif
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OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
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#ifdef DYNAMICLIGHTMAP_ON
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output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
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#endif
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
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#else
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output.fogFactor = fogFactor;
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#endif
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#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
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output.positionWS = vertexInput.positionWS;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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output.positionCS = vertexInput.positionCS;
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return output;
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}
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// Used in Standard (Physically Based) shader
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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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#if defined(_PARALLAXMAP)
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#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
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half3 viewDirTS = input.viewDirTS;
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#else
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half3 viewDirWS = GetWorldSpaceNormalizeViewDir(input.positionWS);
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half3 viewDirTS = GetViewDirectionTangentSpace(input.tangentWS, input.normalWS, viewDirWS);
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#endif
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ApplyPerPixelDisplacement(viewDirTS, input.uv);
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#endif
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SurfaceData surfaceData;
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InitializeStandardLitSurfaceData(input.uv, surfaceData);
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
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#ifdef _DBUFFER
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ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
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#endif
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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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#endif
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