#if SHADERPASS != SHADERPASS_FORWARD #error SHADERPASS_is_not_correctly_define #endif float4 Frag(PackedVaryings packedInput) : SV_Target { FragInput input = UnpackVaryings(packedInput); float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); float3 positionWS = input.positionWS; SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); Coordinate coord = GetCoordinate(input.unPositionSS.xy, _ScreenSize.zw); PreLightData preLightData = GetPreLightData(V, positionWS, coord, bsdfData); float3 diffuseLighting; float3 specularLighting; float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData); LightLoop(V, positionWS, coord, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting); return float4(diffuseLighting + specularLighting, builtinData.opacity); }