Shader "Add" { Properties { } SubShader { Tags{ "RenderType" = "Opaque" "RenderPipeline" = "LightweightPipeline"} Tags { "RenderType"="Opaque" "Queue"="Geometry" } Pass { Tags{"LightMode" = "LightweightForward"} Blend One Zero Cull Back ZTest LEqual ZWrite On HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #pragma shader_feature _SAMPLE_GI #pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON #pragma multi_compile_instancing #pragma vertex vert #pragma fragment frag // Lighting include is needed because of GI #include "LWRP/ShaderLibrary/Core.hlsl" #include "LWRP/ShaderLibrary/Lighting.hlsl" #include "CoreRP/ShaderLibrary/Color.hlsl" #include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl" #include "ShaderGraphLibrary/Functions.hlsl" struct SurfaceInputs{ }; void Unity_Add_float2(float2 A, float2 B, out float2 Out) { Out = A + B; } struct GraphVertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct SurfaceDescription{ float3 Color; float Alpha; float AlphaClipThreshold; }; GraphVertexInput PopulateVertexData(GraphVertexInput v){ return v; } SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) { SurfaceDescription surface = (SurfaceDescription)0; float2 _Vector2_438531E7_Out = float2(0.2,0.4); float4 _Vector4_CFE730D7_Out = float4(0.6,0.5,0.7,1); float2 _Add_FCE490FF_Out; Unity_Add_float2(_Vector2_438531E7_Out, (_Vector4_CFE730D7_Out.xy), _Add_FCE490FF_Out); surface.Color = (float3(_Add_FCE490FF_Out, 0.0)); surface.Alpha = 1; surface.AlphaClipThreshold = 0; return surface; } struct GraphVertexOutput { float4 position : POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID }; GraphVertexOutput vert (GraphVertexInput v) { v = PopulateVertexData(v); GraphVertexOutput o = (GraphVertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.position = TransformObjectToHClip(v.vertex.xyz); return o; } half4 frag (GraphVertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); SurfaceInputs surfaceInput = (SurfaceInputs)0; SurfaceDescription surf = PopulateSurfaceData(surfaceInput); float3 Color = float3(0.5, 0.5, 0.5); float Alpha = 1; float AlphaClipThreshold = 0; Color = surf.Color; Alpha = surf.Alpha; AlphaClipThreshold = surf.AlphaClipThreshold; #if _AlphaClip clip(Alpha - AlphaClipThreshold); #endif return half4(Color, Alpha); } ENDHLSL } Pass { Tags{"LightMode" = "DepthOnly"} ZWrite On Cull Back ColorMask 0 HLSLPROGRAM // Required to compile gles 2.0 with standard srp library #pragma prefer_hlslcc gles #pragma exclude_renderers d3d11_9x #pragma target 2.0 #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment // ------------------------------------- // Material Keywords #pragma shader_feature _ALPHATEST_ON //-------------------------------------- // GPU Instancing #pragma multi_compile_instancing #include "LWRP/ShaderLibrary/InputSurfaceUnlit.hlsl" #include "LWRP/ShaderLibrary/LightweightPassDepthOnly.hlsl" ENDHLSL } } FallBack "Hidden/InternalErrorShader" }