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Shader "ECSGame/URP/UnlitNormal"
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{
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Properties
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{
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_MainTex("Texture", 2D) = "white" {}
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}
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SubShader
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{
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Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline"}
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Cull off
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Pass
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{
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Tags { "LightMode" = "UniversalForward" }
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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// Includes
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//changed
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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//new
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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//changed
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//#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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//new
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#pragma target 4.5
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl"
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//new
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struct appdata
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{
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float2 uv : TEXCOORD0;
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float4 pos : POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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CBUFFER_START(UnityPerMaterial)
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float _AnimLen;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _AnimMap;
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float4 _AnimMap_TexelSize;//x == 1/width
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CBUFFER_END
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float4 ObjectToClipPos(float3 pos)
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{
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return mul(UNITY_MATRIX_VP, mul(UNITY_MATRIX_M, float4 (pos,1)));
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}
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v2f vert(appdata v, uint vid : SV_VertexID)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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v2f o;
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
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o.vertex = ObjectToClipPos(v.pos);
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return o;
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}
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float4 frag(v2f i) : SV_Target
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{
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float4 col = tex2D(_MainTex, i.uv);
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return col;
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}
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ENDHLSL
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}
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}
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}
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