VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.movement/Shared/ThirdParty/Unity/MovementLitMetaPass.hlsl
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HLSL

// Based on com.unity.render-pipelines.universal/Shaders/LitMetaPass.hlsl and
// com.unity.render-pipelines.universal/Shaders/LitInput.hlsl
#ifndef UNIVERSAL_LIT_META_PASS_INCLUDED
#define UNIVERSAL_LIT_META_PASS_INCLUDED
#include "Packages/com.meta.xr.sdk.movement/Shared/Shaders/MovementCommon.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float2 uv0 : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
#ifdef EDITOR_VISUALIZATION
float2 VizUV : TEXCOORD1;
float4 LightCoord : TEXCOORD2;
#endif
};
Varyings UniversalVertexMeta(Attributes input)
{
Varyings output = (Varyings)0;
output.positionCS = UnityMetaVertexPosition(input.positionOS.xyz, input.uv1, input.uv2);
output.uv = TRANSFORM_TEX(input.uv0, _MainTex);
#ifdef EDITOR_VISUALIZATION
UnityEditorVizData(input.positionOS.xyz, input.uv0, input.uv1, input.uv2, output.VizUV, output.LightCoord);
#endif
return output;
}
half4 UniversalFragmentMeta(Varyings fragIn, MetaInput metaInput)
{
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = fragIn.VizUV;
metaInput.LightCoord = fragIn.LightCoord;
#endif
return UnityMetaFragment(metaInput);
}
half4 UniversalFragmentMetaLit(Varyings input) : SV_Target
{
half4 albedoAlpha = half4(SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv));
half4 specGloss = SampleMetallicSpecGloss(input.uv, albedoAlpha.a);
half3 diffuse;
half3 specular;
const half perceptualRoughness = PerceptualSmoothnessToPerceptualRoughness(specGloss.a);
const half roughness = PerceptualRoughnessToRoughness(perceptualRoughness);
#if _SPECULAR_SETUP
diffuse = half(1.0);
specular = specGloss.rgb;
#else
diffuse = specGloss.r;
specular = half3(0.0, 0.0, 0.0);
#endif
MetaInput metaInput;
metaInput.Albedo = diffuse + specular * roughness * 0.5;
metaInput.Emission = _EmissionStrength *
SAMPLE_TEXTURE2D(_EmissionMap, sampler_EmissionMap, input.uv).rgb * _EmissionColor.rgb;
return UniversalFragmentMeta(input, metaInput);
}
#endif