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