#if SHADERPASS != SHADERPASS_FORWARD #error SHADERPASS_is_not_correctly_define #endif float4 Frag(PackedVaryings packedInput) : SV_Target { FragInputs input = UnpackVaryings(packedInput); // input.unPositionSS is SV_Position PositionInputs posInput = GetPositionInput(input.unPositionSS.xy, _ScreenSize.zw); UpdatePositionInput(input.unPositionSS.z, input.unPositionSS.w, input.positionWS, posInput); float3 V = GetWorldSpaceNormalizeViewDir(input.positionWS); SurfaceData surfaceData; BuiltinData builtinData; GetSurfaceAndBuiltinData(input, V, posInput, surfaceData, builtinData); BSDFData bsdfData = ConvertSurfaceDataToBSDFData(surfaceData); PreLightData preLightData = GetPreLightData(V, posInput, bsdfData); float3 diffuseLighting; float3 specularLighting; float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData); LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, diffuseLighting, specularLighting); return float4(diffuseLighting + specularLighting, builtinData.opacity); }