#ifndef SHADERPASS #error Undefine_SHADERPASS #endif CBUFFER_START(UnityMetaPass) // x = use uv1 as raster position // y = use uv2 as raster position bool4 unity_MetaVertexControl; // x = return albedo // y = return normal bool4 unity_MetaFragmentControl; CBUFFER_END // This was not in constant buffer in original unity, so keep outiside. But should be in as ShaderRenderPass frequency float unity_OneOverOutputBoost; float unity_MaxOutputValue; struct Attributes { float3 positionOS : POSITION; float3 normalOS : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; }; struct Varyings { float4 positionCS; float2 texCoord0; float2 texCoord1; }; struct PackedVaryings { float4 positionCS : SV_Position; float4 interpolators[1] : TEXCOORD0; }; // Function to pack data to use as few interpolator as possible, the ShaderGraph should generate these functions PackedVaryings PackVaryings(Varyings input) { PackedVaryings output; output.positionCS = input.positionCS; output.interpolators[0].xy = input.texCoord0; output.interpolators[0].zw = input.texCoord1; return output; } FragInputs UnpackVaryings(PackedVaryings input) { FragInputs output; ZERO_INITIALIZE(FragInputs, output); output.unPositionSS = input.positionCS; // input.positionCS is SV_Position output.texCoord0 = input.interpolators[0].xy; output.texCoord1 = input.interpolators[0].zw; return output; } PackedVaryings Vert(Attributes input) { Varyings output; // Output UV coordinate in vertex shader if (unity_MetaVertexControl.x) { input.positionOS.xy = input.uv1 * unity_LightmapST.xy + unity_LightmapST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; } if (unity_MetaVertexControl.y) { input.positionOS.xy = input.uv2 * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; // OpenGL right now needs to actually use incoming vertex position, // so use it in a very dummy way //v.positionOS.z = vertex.z > 0 ? 1.0e-4f : 0.0f; } float3 positionWS = TransformObjectToWorld(input.positionOS); output.positionCS = TransformWorldToHClip(positionWS); output.texCoord0 = input.uv0; output.texCoord1 = input.uv1; return PackVaryings(output); }