Shader "hidden/preview" { Properties { [NoScaleOffset] Texture_CA4EFDF0("Normal", 2D) = "white" {} } HLSLINCLUDE #define USE_LEGACY_UNITY_MATRIX_VARIABLES #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/UnityInstancing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl" #include "ShaderGraphLibrary/ShaderVariables.hlsl" #include "ShaderGraphLibrary/ShaderVariablesFunctions.hlsl" #include "ShaderGraphLibrary/Functions.hlsl" float Vector1_859364E; TEXTURE2D(Texture_CA4EFDF0); SAMPLER(samplerTexture_CA4EFDF0); float4 _SampleTexture2D_C5B52E0_UV; struct SurfaceInputs{ half4 uv0; }; struct GraphVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 texcoord0 : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct SurfaceDescription{ float4 PreviewOutput; }; GraphVertexInput PopulateVertexData(GraphVertexInput v){ return v; } SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float4 _SampleTexture2D_C5B52E0_RGBA = SAMPLE_TEXTURE2D(Texture_CA4EFDF0, samplerTexture_CA4EFDF0, IN.uv0.xy); _SampleTexture2D_C5B52E0_RGBA.rgb = UnpackNormalmapRGorAG(_SampleTexture2D_C5B52E0_RGBA); float _SampleTexture2D_C5B52E0_R = _SampleTexture2D_C5B52E0_RGBA.r; float _SampleTexture2D_C5B52E0_G = _SampleTexture2D_C5B52E0_RGBA.g; float _SampleTexture2D_C5B52E0_B = _SampleTexture2D_C5B52E0_RGBA.b; float _SampleTexture2D_C5B52E0_A = _SampleTexture2D_C5B52E0_RGBA.a; if (Vector1_859364E == 2) { surface.PreviewOutput = half4(_SampleTexture2D_C5B52E0_RGBA.x, _SampleTexture2D_C5B52E0_RGBA.y, _SampleTexture2D_C5B52E0_RGBA.z, 1.0); return surface; } return surface; } ENDHLSL SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag struct GraphVertexOutput { float4 position : POSITION; half4 uv0 : TEXCOORD; }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); GraphVertexOutput o; float3 positionWS = TransformObjectToWorld(v.vertex); o.position = TransformWorldToHClip(positionWS); o.uv0 = v.texcoord0; return o; } float4 frag (GraphVertexOutput IN) : SV_Target { float4 uv0 = IN.uv0; SurfaceInputs surfaceInput = (SurfaceInputs)0;; surfaceInput.uv0 = uv0; SurfaceDescription surf = PopulateSurfaceData(surfaceInput); return surf.PreviewOutput; } ENDHLSL } } }