#define _NORMALMAP 1
#include "LWR P/ShaderLibrary/Core.hlsl"
#include "LWR P/ShaderLibrary/Lighting.hlsl"
#include "CoreRP /ShaderLibrary/Color.hlsl"
#include "CoreRP /ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight /ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight /ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core /ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core /ShaderLibrary/UnityInstancing.hlsl"
#include "ShaderGraphLibrary/Functions.hlsl"
TEXTURE2D(Texture_CA4EFDF0); SAMPLER(samplerTexture_CA4EFDF0);
#pragma vertex ShadowPassVertex
#pragma fragment ShadowPassFragment
#include "LWR P/ShaderLibrary/LightweightPassShadow.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight /ShaderLibrary/LightweightPassShadow.hlsl"
ENDHLSL
}
#pragma vertex vert
#pragma fragment frag
#include "LWR P/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight /ShaderLibrary/Core.hlsl"
float4 vert(float4 pos : POSITION) : SV_POSITION
{
#pragma shader_feature _SPECGLOSSMAP
#include "LWR P/ShaderLibrary/LightweightPassMeta.hlsl"
#include "Packages/com.unity.render-pipelines.lightweight /ShaderLibrary/LightweightPassMeta.hlsl"
ENDHLSL
}
}