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//-------------------------------------------------------------------------------------
// Fill SurfaceData/Builtin data function
//-------------------------------------------------------------------------------------
#include "../MaterialUtilities.hlsl"
void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData)
{
float2 unlitColorMapUv = TRANSFORM_TEX(input.texCoord0, _UnlitColorMap);
surfaceData.color = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).rgb * _UnlitColor.rgb;
float alpha = SAMPLE_TEXTURE2D(_UnlitColorMap, sampler_UnlitColorMap, unlitColorMapUv).a * _UnlitColor.a;
#ifdef _ALPHATEST_ON
DoAlphaTest(alpha, _AlphaCutoff);
#endif
// Builtin Data
builtinData.opacity = alpha;
builtinData.bakeDiffuseLighting = float3(0.0, 0.0, 0.0);
// Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity
builtinData.emissiveIntensity = _EmissiveIntensity;
#ifdef _EMISSIVE_COLOR_MAP
builtinData.emissiveColor = SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, TRANSFORM_TEX(input.texCoord0, _EmissiveColorMap)).rgb * _EmissiveColor * builtinData.emissiveIntensity;
#else
builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity;
#endif
builtinData.velocity = float2(0.0, 0.0);
builtinData.shadowMask0 = 0.0;
builtinData.shadowMask1 = 0.0;
builtinData.shadowMask2 = 0.0;
builtinData.shadowMask3 = 0.0;
#if (SHADERPASS == SHADERPASS_DISTORTION) || defined(DEBUG_DISPLAY)
float3 distortion = SAMPLE_TEXTURE2D(_DistortionVectorMap, sampler_DistortionVectorMap, input.texCoord0).rgb;
distortion.rg = distortion.rg * _DistortionVectorScale.xx + _DistortionVectorBias.xx;
builtinData.distortion = distortion.rg * _DistortionScale;
builtinData.distortionBlur = clamp(distortion.b * _DistortionBlurScale, 0.0, 1.0) * (_DistortionBlurRemapMax - _DistortionBlurRemapMin) + _DistortionBlurRemapMin;
#else
builtinData.distortion = float2(0.0, 0.0);
builtinData.distortionBlur = 0.0;
#endif
builtinData.depthOffset = 0.0;
}