Shader "Hidden/Universal Render Pipeline/CameraMotionBlur" { Properties { } SubShader { LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } Pass { Name "Camera Motion Blur - Low Quality" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 45101 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f); float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f); precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31; precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = vertex_unnamed_33; gl_Position.y = vertex_unnamed_36; vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f); float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = vertex_unnamed_36; gl_Position.y = vertex_unnamed_39; vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4x4 unity_MatrixInvVP; float4 _CameraDepthTexture_TexelSize; float4x4 _ViewProjM; float4x4 _PrevViewProjM; float _Intensity; float _Clamp; float4 _SourceSize; static float4 fragment_uniform_buffer_0[147]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; SamplerState S0; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = (-0.0f) - fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_56 = min(mad(fragment_unnamed_34, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[28u].x; precise float fragment_unnamed_57 = min(mad(fragment_unnamed_37, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[28u].y; float4 fragment_unnamed_64 = _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_56, fragment_unnamed_57), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_67 = fragment_unnamed_64.x; float fragment_unnamed_72 = mad(fragment_input_1.x, 2.0f, -1.0f); precise float fragment_unnamed_76 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); precise float fragment_unnamed_84 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].x; precise float fragment_unnamed_85 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].y; precise float fragment_unnamed_86 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].z; precise float fragment_unnamed_87 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].w; precise float fragment_unnamed_117 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_72, fragment_unnamed_84)) + fragment_uniform_buffer_0[86u].x; precise float fragment_unnamed_118 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_72, fragment_unnamed_85)) + fragment_uniform_buffer_0[86u].y; precise float fragment_unnamed_119 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_72, fragment_unnamed_86)) + fragment_uniform_buffer_0[86u].z; precise float fragment_unnamed_120 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_72, fragment_unnamed_87)) + fragment_uniform_buffer_0[86u].w; precise float fragment_unnamed_121 = fragment_unnamed_117 / fragment_unnamed_120; precise float fragment_unnamed_122 = fragment_unnamed_118 / fragment_unnamed_120; precise float fragment_unnamed_123 = fragment_unnamed_119 / fragment_unnamed_120; precise float fragment_unnamed_130 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].x; precise float fragment_unnamed_131 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].y; precise float fragment_unnamed_132 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].w; precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[143u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].x, fragment_unnamed_121, fragment_unnamed_130)) + fragment_uniform_buffer_0[144u].x; precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[143u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].y, fragment_unnamed_121, fragment_unnamed_131)) + fragment_uniform_buffer_0[144u].y; precise float fragment_unnamed_159 = mad(fragment_uniform_buffer_0[143u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].w, fragment_unnamed_121, fragment_unnamed_132)) + fragment_uniform_buffer_0[144u].w; precise float fragment_unnamed_160 = fragment_unnamed_157 / fragment_unnamed_159; precise float fragment_unnamed_161 = fragment_unnamed_158 / fragment_unnamed_159; precise float fragment_unnamed_168 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].x; precise float fragment_unnamed_169 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].y; precise float fragment_unnamed_170 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].w; precise float fragment_unnamed_195 = mad(fragment_uniform_buffer_0[139u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_121, fragment_unnamed_168)) + fragment_uniform_buffer_0[140u].x; precise float fragment_unnamed_196 = mad(fragment_uniform_buffer_0[139u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].y, fragment_unnamed_121, fragment_unnamed_169)) + fragment_uniform_buffer_0[140u].y; precise float fragment_unnamed_197 = mad(fragment_uniform_buffer_0[139u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].w, fragment_unnamed_121, fragment_unnamed_170)) + fragment_uniform_buffer_0[140u].w; precise float fragment_unnamed_198 = fragment_unnamed_195 / fragment_unnamed_197; precise float fragment_unnamed_199 = fragment_unnamed_196 / fragment_unnamed_197; precise float fragment_unnamed_200 = (-0.0f) - fragment_unnamed_198; precise float fragment_unnamed_201 = (-0.0f) - fragment_unnamed_199; precise float fragment_unnamed_202 = fragment_unnamed_200 + fragment_unnamed_160; precise float fragment_unnamed_203 = fragment_unnamed_201 + fragment_unnamed_161; precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_203; float fragment_unnamed_208 = sqrt(dot(float2(fragment_unnamed_202, fragment_unnamed_204), float2(fragment_unnamed_202, fragment_unnamed_204))); precise float fragment_unnamed_209 = 1.0f / fragment_unnamed_208; precise float fragment_unnamed_210 = fragment_unnamed_209 * fragment_unnamed_202; precise float fragment_unnamed_211 = fragment_unnamed_209 * fragment_unnamed_204; float fragment_unnamed_216 = min(fragment_unnamed_208, fragment_uniform_buffer_0[145u].y); uint fragment_unnamed_221 = (0.0f < fragment_unnamed_208) ? 4294967295u : 0u; precise float fragment_unnamed_222 = fragment_unnamed_210 * fragment_unnamed_216; precise float fragment_unnamed_223 = fragment_unnamed_211 * fragment_unnamed_216; precise float fragment_unnamed_233 = asfloat(asuint(fragment_unnamed_222) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_234 = asfloat(asuint(fragment_unnamed_223) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_244 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x; precise float fragment_unnamed_245 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y; precise float fragment_unnamed_252 = frac(dot(float2(fragment_unnamed_244, fragment_unnamed_245), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_254 = frac(fragment_unnamed_252); precise float fragment_unnamed_255 = fragment_unnamed_254 * 0.25f; precise float fragment_unnamed_257 = fragment_unnamed_254 + (-0.5f); precise float fragment_unnamed_259 = fragment_unnamed_254 + 1.0f; float4 fragment_unnamed_270 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_255, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_255, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_275 = (-0.0f) - fragment_unnamed_257; precise float fragment_unnamed_276 = fragment_unnamed_275 + 0.5f; precise float fragment_unnamed_277 = fragment_unnamed_275 + 0.5f; precise float fragment_unnamed_278 = fragment_unnamed_275 + 1.5f; precise float fragment_unnamed_280 = fragment_unnamed_275 + 1.5f; precise float fragment_unnamed_281 = fragment_unnamed_259 * 0.25f; float4 fragment_unnamed_291 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_281, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_281, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_296 = fragment_unnamed_276 * 0.25f; precise float fragment_unnamed_297 = fragment_unnamed_277 * 0.25f; precise float fragment_unnamed_298 = fragment_unnamed_278 * 0.25f; precise float fragment_unnamed_299 = fragment_unnamed_280 * 0.25f; precise float fragment_unnamed_300 = (-0.0f) - fragment_unnamed_296; precise float fragment_unnamed_301 = (-0.0f) - fragment_unnamed_297; precise float fragment_unnamed_302 = (-0.0f) - fragment_unnamed_298; precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_299; float4 fragment_unnamed_315 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_300, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_301, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_323 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_302, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_303, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_328 = fragment_unnamed_270.x + fragment_unnamed_315.x; precise float fragment_unnamed_329 = fragment_unnamed_270.y + fragment_unnamed_315.y; precise float fragment_unnamed_330 = fragment_unnamed_270.z + fragment_unnamed_315.z; precise float fragment_unnamed_331 = fragment_unnamed_323.x + fragment_unnamed_328; precise float fragment_unnamed_332 = fragment_unnamed_323.y + fragment_unnamed_329; precise float fragment_unnamed_333 = fragment_unnamed_323.z + fragment_unnamed_330; precise float fragment_unnamed_334 = fragment_unnamed_291.x + fragment_unnamed_331; precise float fragment_unnamed_335 = fragment_unnamed_291.y + fragment_unnamed_332; precise float fragment_unnamed_336 = fragment_unnamed_291.z + fragment_unnamed_333; precise float fragment_unnamed_337 = fragment_unnamed_334 * 0.25f; precise float fragment_unnamed_338 = fragment_unnamed_335 * 0.25f; precise float fragment_unnamed_339 = fragment_unnamed_336 * 0.25f; fragment_output_0.x = fragment_unnamed_337; fragment_output_0.y = fragment_unnamed_338; fragment_output_0.z = fragment_unnamed_339; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[83] = float4(unity_MatrixInvVP[0][0], unity_MatrixInvVP[1][0], unity_MatrixInvVP[2][0], unity_MatrixInvVP[3][0]); fragment_uniform_buffer_0[84] = float4(unity_MatrixInvVP[0][1], unity_MatrixInvVP[1][1], unity_MatrixInvVP[2][1], unity_MatrixInvVP[3][1]); fragment_uniform_buffer_0[85] = float4(unity_MatrixInvVP[0][2], unity_MatrixInvVP[1][2], unity_MatrixInvVP[2][2], unity_MatrixInvVP[3][2]); fragment_uniform_buffer_0[86] = float4(unity_MatrixInvVP[0][3], unity_MatrixInvVP[1][3], unity_MatrixInvVP[2][3], unity_MatrixInvVP[3][3]); fragment_uniform_buffer_0[136] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_uniform_buffer_0[137] = float4(_ViewProjM[0][0], _ViewProjM[1][0], _ViewProjM[2][0], _ViewProjM[3][0]); fragment_uniform_buffer_0[138] = float4(_ViewProjM[0][1], _ViewProjM[1][1], _ViewProjM[2][1], _ViewProjM[3][1]); fragment_uniform_buffer_0[139] = float4(_ViewProjM[0][2], _ViewProjM[1][2], _ViewProjM[2][2], _ViewProjM[3][2]); fragment_uniform_buffer_0[140] = float4(_ViewProjM[0][3], _ViewProjM[1][3], _ViewProjM[2][3], _ViewProjM[3][3]); fragment_uniform_buffer_0[141] = float4(_PrevViewProjM[0][0], _PrevViewProjM[1][0], _PrevViewProjM[2][0], _PrevViewProjM[3][0]); fragment_uniform_buffer_0[142] = float4(_PrevViewProjM[0][1], _PrevViewProjM[1][1], _PrevViewProjM[2][1], _PrevViewProjM[3][1]); fragment_uniform_buffer_0[143] = float4(_PrevViewProjM[0][2], _PrevViewProjM[1][2], _PrevViewProjM[2][2], _PrevViewProjM[3][2]); fragment_uniform_buffer_0[144] = float4(_PrevViewProjM[0][3], _PrevViewProjM[1][3], _PrevViewProjM[2][3], _PrevViewProjM[3][3]); fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[145] = float4(fragment_uniform_buffer_0[145][0], _Clamp, fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _CameraDepthTexture_TexelSize; float4x4 _ViewProjMStereo[2]; float4x4 _PrevViewProjMStereo[2]; float _Intensity; float _Clamp; float4 _SourceSize; float4x4 unity_StereoMatrixInvVP[2]; static float4 fragment_uniform_buffer_0[124]; static float4 fragment_uniform_buffer_1[48]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; SamplerState S0; static uint gl_Layer; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_41 = (-0.0f) - fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_44 = (-0.0f) - fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_63 = min(mad(fragment_unnamed_41, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[27u].x; precise float fragment_unnamed_64 = min(mad(fragment_unnamed_44, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[27u].y; float fragment_unnamed_66 = float(uint(gl_Layer)); float4 fragment_unnamed_73 = _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_76 = fragment_unnamed_73.x; float fragment_unnamed_81 = mad(fragment_input_1.x, 2.0f, -1.0f); uint fragment_unnamed_86 = uint(gl_Layer) << 2u; precise float fragment_unnamed_88 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); uint fragment_unnamed_89 = fragment_unnamed_86 + 41u; precise float fragment_unnamed_97 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].x; precise float fragment_unnamed_98 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].y; precise float fragment_unnamed_99 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].z; precise float fragment_unnamed_100 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].w; uint fragment_unnamed_101 = fragment_unnamed_86 + 40u; uint fragment_unnamed_113 = fragment_unnamed_86 + 42u; uint fragment_unnamed_125 = fragment_unnamed_86 + 43u; precise float fragment_unnamed_133 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].x, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].x, fragment_unnamed_81, fragment_unnamed_97)) + fragment_uniform_buffer_1[fragment_unnamed_125].x; precise float fragment_unnamed_134 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].y, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].y, fragment_unnamed_81, fragment_unnamed_98)) + fragment_uniform_buffer_1[fragment_unnamed_125].y; precise float fragment_unnamed_135 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].z, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].z, fragment_unnamed_81, fragment_unnamed_99)) + fragment_uniform_buffer_1[fragment_unnamed_125].z; precise float fragment_unnamed_136 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].w, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].w, fragment_unnamed_81, fragment_unnamed_100)) + fragment_uniform_buffer_1[fragment_unnamed_125].w; precise float fragment_unnamed_137 = fragment_unnamed_133 / fragment_unnamed_136; precise float fragment_unnamed_138 = fragment_unnamed_134 / fragment_unnamed_136; precise float fragment_unnamed_139 = fragment_unnamed_135 / fragment_unnamed_136; uint fragment_unnamed_140 = fragment_unnamed_86 + 115u; precise float fragment_unnamed_147 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].x; precise float fragment_unnamed_148 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].y; precise float fragment_unnamed_149 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].w; uint fragment_unnamed_150 = fragment_unnamed_86 + 114u; uint fragment_unnamed_160 = fragment_unnamed_86 + 116u; uint fragment_unnamed_170 = fragment_unnamed_86 + 117u; precise float fragment_unnamed_177 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].x, fragment_unnamed_137, fragment_unnamed_147)) + fragment_uniform_buffer_0[fragment_unnamed_170].x; precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].y, fragment_unnamed_137, fragment_unnamed_148)) + fragment_uniform_buffer_0[fragment_unnamed_170].y; precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].w, fragment_unnamed_137, fragment_unnamed_149)) + fragment_uniform_buffer_0[fragment_unnamed_170].w; precise float fragment_unnamed_180 = fragment_unnamed_177 / fragment_unnamed_179; precise float fragment_unnamed_181 = fragment_unnamed_178 / fragment_unnamed_179; uint fragment_unnamed_182 = fragment_unnamed_86 + 107u; precise float fragment_unnamed_189 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].x; precise float fragment_unnamed_190 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].y; precise float fragment_unnamed_191 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].w; uint fragment_unnamed_192 = fragment_unnamed_86 + 106u; uint fragment_unnamed_202 = fragment_unnamed_86 + 108u; uint fragment_unnamed_212 = fragment_unnamed_86 + 109u; precise float fragment_unnamed_219 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].x, fragment_unnamed_137, fragment_unnamed_189)) + fragment_uniform_buffer_0[fragment_unnamed_212].x; precise float fragment_unnamed_220 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].y, fragment_unnamed_137, fragment_unnamed_190)) + fragment_uniform_buffer_0[fragment_unnamed_212].y; precise float fragment_unnamed_221 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].w, fragment_unnamed_137, fragment_unnamed_191)) + fragment_uniform_buffer_0[fragment_unnamed_212].w; precise float fragment_unnamed_222 = fragment_unnamed_219 / fragment_unnamed_221; precise float fragment_unnamed_223 = fragment_unnamed_220 / fragment_unnamed_221; precise float fragment_unnamed_224 = (-0.0f) - fragment_unnamed_222; precise float fragment_unnamed_225 = (-0.0f) - fragment_unnamed_223; precise float fragment_unnamed_226 = fragment_unnamed_224 + fragment_unnamed_180; precise float fragment_unnamed_227 = fragment_unnamed_225 + fragment_unnamed_181; precise float fragment_unnamed_228 = (-0.0f) - fragment_unnamed_227; float fragment_unnamed_233 = sqrt(dot(float2(fragment_unnamed_226, fragment_unnamed_228), float2(fragment_unnamed_226, fragment_unnamed_228))); precise float fragment_unnamed_234 = 1.0f / fragment_unnamed_233; precise float fragment_unnamed_235 = fragment_unnamed_234 * fragment_unnamed_226; precise float fragment_unnamed_236 = fragment_unnamed_234 * fragment_unnamed_228; float fragment_unnamed_241 = min(fragment_unnamed_233, fragment_uniform_buffer_0[122u].y); uint fragment_unnamed_246 = (0.0f < fragment_unnamed_233) ? 4294967295u : 0u; precise float fragment_unnamed_247 = fragment_unnamed_235 * fragment_unnamed_241; precise float fragment_unnamed_248 = fragment_unnamed_236 * fragment_unnamed_241; precise float fragment_unnamed_258 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_247)) * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_259 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_248)) * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_269 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x; precise float fragment_unnamed_270 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y; precise float fragment_unnamed_277 = frac(dot(float2(fragment_unnamed_269, fragment_unnamed_270), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_279 = frac(fragment_unnamed_277); precise float fragment_unnamed_280 = fragment_unnamed_279 * 0.25f; precise float fragment_unnamed_282 = fragment_unnamed_279 + (-0.5f); precise float fragment_unnamed_284 = fragment_unnamed_279 + 1.0f; float4 fragment_unnamed_295 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_280, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_280, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_300 = (-0.0f) - fragment_unnamed_282; precise float fragment_unnamed_301 = fragment_unnamed_300 + 0.5f; precise float fragment_unnamed_302 = fragment_unnamed_300 + 0.5f; precise float fragment_unnamed_303 = fragment_unnamed_300 + 1.5f; precise float fragment_unnamed_305 = fragment_unnamed_300 + 1.5f; precise float fragment_unnamed_306 = fragment_unnamed_284 * 0.25f; precise float fragment_unnamed_313 = fragment_unnamed_301 * 0.25f; precise float fragment_unnamed_314 = fragment_unnamed_302 * 0.25f; precise float fragment_unnamed_315 = fragment_unnamed_303 * 0.25f; precise float fragment_unnamed_316 = fragment_unnamed_305 * 0.25f; precise float fragment_unnamed_317 = (-0.0f) - fragment_unnamed_313; precise float fragment_unnamed_318 = (-0.0f) - fragment_unnamed_314; precise float fragment_unnamed_319 = (-0.0f) - fragment_unnamed_315; precise float fragment_unnamed_320 = (-0.0f) - fragment_unnamed_316; float4 fragment_unnamed_332 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_319, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_320, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_340 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_306, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_306, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_348 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_317, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_318, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_353 = fragment_unnamed_295.x + fragment_unnamed_348.x; precise float fragment_unnamed_354 = fragment_unnamed_295.y + fragment_unnamed_348.y; precise float fragment_unnamed_355 = fragment_unnamed_295.z + fragment_unnamed_348.z; precise float fragment_unnamed_356 = fragment_unnamed_332.x + fragment_unnamed_353; precise float fragment_unnamed_357 = fragment_unnamed_332.y + fragment_unnamed_354; precise float fragment_unnamed_358 = fragment_unnamed_332.z + fragment_unnamed_355; precise float fragment_unnamed_359 = fragment_unnamed_340.x + fragment_unnamed_356; precise float fragment_unnamed_360 = fragment_unnamed_340.y + fragment_unnamed_357; precise float fragment_unnamed_361 = fragment_unnamed_340.z + fragment_unnamed_358; precise float fragment_unnamed_362 = fragment_unnamed_359 * 0.25f; precise float fragment_unnamed_363 = fragment_unnamed_360 * 0.25f; precise float fragment_unnamed_364 = fragment_unnamed_361 * 0.25f; fragment_output_0.x = fragment_unnamed_362; fragment_output_0.y = fragment_unnamed_363; fragment_output_0.z = fragment_unnamed_364; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[105] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_uniform_buffer_0[106] = float4(_ViewProjMStereo[0][0][0], _ViewProjMStereo[0][1][0], _ViewProjMStereo[0][2][0], _ViewProjMStereo[0][3][0]); fragment_uniform_buffer_0[107] = float4(_ViewProjMStereo[0][0][1], _ViewProjMStereo[0][1][1], _ViewProjMStereo[0][2][1], _ViewProjMStereo[0][3][1]); fragment_uniform_buffer_0[108] = float4(_ViewProjMStereo[0][0][2], _ViewProjMStereo[0][1][2], _ViewProjMStereo[0][2][2], _ViewProjMStereo[0][3][2]); fragment_uniform_buffer_0[109] = float4(_ViewProjMStereo[0][0][3], _ViewProjMStereo[0][1][3], _ViewProjMStereo[0][2][3], _ViewProjMStereo[0][3][3]); fragment_uniform_buffer_0[110] = float4(_ViewProjMStereo[1][0][0], _ViewProjMStereo[1][1][0], _ViewProjMStereo[1][2][0], _ViewProjMStereo[1][3][0]); fragment_uniform_buffer_0[111] = float4(_ViewProjMStereo[1][0][1], _ViewProjMStereo[1][1][1], _ViewProjMStereo[1][2][1], _ViewProjMStereo[1][3][1]); fragment_uniform_buffer_0[112] = float4(_ViewProjMStereo[1][0][2], _ViewProjMStereo[1][1][2], _ViewProjMStereo[1][2][2], _ViewProjMStereo[1][3][2]); fragment_uniform_buffer_0[113] = float4(_ViewProjMStereo[1][0][3], _ViewProjMStereo[1][1][3], _ViewProjMStereo[1][2][3], _ViewProjMStereo[1][3][3]); fragment_uniform_buffer_0[114] = float4(_PrevViewProjMStereo[0][0][0], _PrevViewProjMStereo[0][1][0], _PrevViewProjMStereo[0][2][0], _PrevViewProjMStereo[0][3][0]); fragment_uniform_buffer_0[115] = float4(_PrevViewProjMStereo[0][0][1], _PrevViewProjMStereo[0][1][1], _PrevViewProjMStereo[0][2][1], _PrevViewProjMStereo[0][3][1]); fragment_uniform_buffer_0[116] = float4(_PrevViewProjMStereo[0][0][2], _PrevViewProjMStereo[0][1][2], _PrevViewProjMStereo[0][2][2], _PrevViewProjMStereo[0][3][2]); fragment_uniform_buffer_0[117] = float4(_PrevViewProjMStereo[0][0][3], _PrevViewProjMStereo[0][1][3], _PrevViewProjMStereo[0][2][3], _PrevViewProjMStereo[0][3][3]); fragment_uniform_buffer_0[118] = float4(_PrevViewProjMStereo[1][0][0], _PrevViewProjMStereo[1][1][0], _PrevViewProjMStereo[1][2][0], _PrevViewProjMStereo[1][3][0]); fragment_uniform_buffer_0[119] = float4(_PrevViewProjMStereo[1][0][1], _PrevViewProjMStereo[1][1][1], _PrevViewProjMStereo[1][2][1], _PrevViewProjMStereo[1][3][1]); fragment_uniform_buffer_0[120] = float4(_PrevViewProjMStereo[1][0][2], _PrevViewProjMStereo[1][1][2], _PrevViewProjMStereo[1][2][2], _PrevViewProjMStereo[1][3][2]); fragment_uniform_buffer_0[121] = float4(_PrevViewProjMStereo[1][0][3], _PrevViewProjMStereo[1][1][3], _PrevViewProjMStereo[1][2][3], _PrevViewProjMStereo[1][3][3]); fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[122] = float4(fragment_uniform_buffer_0[122][0], _Clamp, fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_uniform_buffer_1[40] = float4(unity_StereoMatrixInvVP[0][0][0], unity_StereoMatrixInvVP[0][1][0], unity_StereoMatrixInvVP[0][2][0], unity_StereoMatrixInvVP[0][3][0]); fragment_uniform_buffer_1[41] = float4(unity_StereoMatrixInvVP[0][0][1], unity_StereoMatrixInvVP[0][1][1], unity_StereoMatrixInvVP[0][2][1], unity_StereoMatrixInvVP[0][3][1]); fragment_uniform_buffer_1[42] = float4(unity_StereoMatrixInvVP[0][0][2], unity_StereoMatrixInvVP[0][1][2], unity_StereoMatrixInvVP[0][2][2], unity_StereoMatrixInvVP[0][3][2]); fragment_uniform_buffer_1[43] = float4(unity_StereoMatrixInvVP[0][0][3], unity_StereoMatrixInvVP[0][1][3], unity_StereoMatrixInvVP[0][2][3], unity_StereoMatrixInvVP[0][3][3]); fragment_uniform_buffer_1[44] = float4(unity_StereoMatrixInvVP[1][0][0], unity_StereoMatrixInvVP[1][1][0], unity_StereoMatrixInvVP[1][2][0], unity_StereoMatrixInvVP[1][3][0]); fragment_uniform_buffer_1[45] = float4(unity_StereoMatrixInvVP[1][0][1], unity_StereoMatrixInvVP[1][1][1], unity_StereoMatrixInvVP[1][2][1], unity_StereoMatrixInvVP[1][3][1]); fragment_uniform_buffer_1[46] = float4(unity_StereoMatrixInvVP[1][0][2], unity_StereoMatrixInvVP[1][1][2], unity_StereoMatrixInvVP[1][2][2], unity_StereoMatrixInvVP[1][3][2]); fragment_uniform_buffer_1[47] = float4(unity_StereoMatrixInvVP[1][0][3], unity_StereoMatrixInvVP[1][1][3], unity_StereoMatrixInvVP[1][2][3], unity_StereoMatrixInvVP[1][3][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Camera Motion Blur - Medium Quality" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 75950 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f); float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f); precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31; precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = vertex_unnamed_33; gl_Position.y = vertex_unnamed_36; vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f); float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = vertex_unnamed_36; gl_Position.y = vertex_unnamed_39; vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4x4 unity_MatrixInvVP; float4 _CameraDepthTexture_TexelSize; float4x4 _ViewProjM; float4x4 _PrevViewProjM; float _Intensity; float _Clamp; float4 _SourceSize; static float4 fragment_uniform_buffer_0[147]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; SamplerState S0; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = (-0.0f) - fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_56 = min(mad(fragment_unnamed_34, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[28u].x; precise float fragment_unnamed_57 = min(mad(fragment_unnamed_37, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[28u].y; float4 fragment_unnamed_64 = _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_56, fragment_unnamed_57), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_67 = fragment_unnamed_64.x; float fragment_unnamed_72 = mad(fragment_input_1.x, 2.0f, -1.0f); precise float fragment_unnamed_76 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); precise float fragment_unnamed_84 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].x; precise float fragment_unnamed_85 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].y; precise float fragment_unnamed_86 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].z; precise float fragment_unnamed_87 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].w; precise float fragment_unnamed_117 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_72, fragment_unnamed_84)) + fragment_uniform_buffer_0[86u].x; precise float fragment_unnamed_118 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_72, fragment_unnamed_85)) + fragment_uniform_buffer_0[86u].y; precise float fragment_unnamed_119 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_72, fragment_unnamed_86)) + fragment_uniform_buffer_0[86u].z; precise float fragment_unnamed_120 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_72, fragment_unnamed_87)) + fragment_uniform_buffer_0[86u].w; precise float fragment_unnamed_121 = fragment_unnamed_117 / fragment_unnamed_120; precise float fragment_unnamed_122 = fragment_unnamed_118 / fragment_unnamed_120; precise float fragment_unnamed_123 = fragment_unnamed_119 / fragment_unnamed_120; precise float fragment_unnamed_130 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].x; precise float fragment_unnamed_131 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].y; precise float fragment_unnamed_132 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].w; precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[143u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].x, fragment_unnamed_121, fragment_unnamed_130)) + fragment_uniform_buffer_0[144u].x; precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[143u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].y, fragment_unnamed_121, fragment_unnamed_131)) + fragment_uniform_buffer_0[144u].y; precise float fragment_unnamed_159 = mad(fragment_uniform_buffer_0[143u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].w, fragment_unnamed_121, fragment_unnamed_132)) + fragment_uniform_buffer_0[144u].w; precise float fragment_unnamed_160 = fragment_unnamed_157 / fragment_unnamed_159; precise float fragment_unnamed_161 = fragment_unnamed_158 / fragment_unnamed_159; precise float fragment_unnamed_168 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].x; precise float fragment_unnamed_169 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].y; precise float fragment_unnamed_170 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].w; precise float fragment_unnamed_195 = mad(fragment_uniform_buffer_0[139u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_121, fragment_unnamed_168)) + fragment_uniform_buffer_0[140u].x; precise float fragment_unnamed_196 = mad(fragment_uniform_buffer_0[139u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].y, fragment_unnamed_121, fragment_unnamed_169)) + fragment_uniform_buffer_0[140u].y; precise float fragment_unnamed_197 = mad(fragment_uniform_buffer_0[139u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].w, fragment_unnamed_121, fragment_unnamed_170)) + fragment_uniform_buffer_0[140u].w; precise float fragment_unnamed_198 = fragment_unnamed_195 / fragment_unnamed_197; precise float fragment_unnamed_199 = fragment_unnamed_196 / fragment_unnamed_197; precise float fragment_unnamed_200 = (-0.0f) - fragment_unnamed_198; precise float fragment_unnamed_201 = (-0.0f) - fragment_unnamed_199; precise float fragment_unnamed_202 = fragment_unnamed_200 + fragment_unnamed_160; precise float fragment_unnamed_203 = fragment_unnamed_201 + fragment_unnamed_161; precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_203; float fragment_unnamed_208 = sqrt(dot(float2(fragment_unnamed_202, fragment_unnamed_204), float2(fragment_unnamed_202, fragment_unnamed_204))); precise float fragment_unnamed_209 = 1.0f / fragment_unnamed_208; precise float fragment_unnamed_210 = fragment_unnamed_209 * fragment_unnamed_202; precise float fragment_unnamed_211 = fragment_unnamed_209 * fragment_unnamed_204; float fragment_unnamed_216 = min(fragment_unnamed_208, fragment_uniform_buffer_0[145u].y); uint fragment_unnamed_221 = (0.0f < fragment_unnamed_208) ? 4294967295u : 0u; precise float fragment_unnamed_222 = fragment_unnamed_210 * fragment_unnamed_216; precise float fragment_unnamed_223 = fragment_unnamed_211 * fragment_unnamed_216; precise float fragment_unnamed_233 = asfloat(asuint(fragment_unnamed_222) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_234 = asfloat(asuint(fragment_unnamed_223) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_244 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x; precise float fragment_unnamed_245 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y; precise float fragment_unnamed_252 = frac(dot(float2(fragment_unnamed_244, fragment_unnamed_245), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_254 = frac(fragment_unnamed_252); precise float fragment_unnamed_255 = fragment_unnamed_254 * 0.16666667163372039794921875f; precise float fragment_unnamed_257 = fragment_unnamed_254 + (-0.5f); precise float fragment_unnamed_259 = fragment_unnamed_254 + 1.0f; precise float fragment_unnamed_260 = fragment_unnamed_254 + 2.0f; float4 fragment_unnamed_271 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_255, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_255, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_276 = (-0.0f) - fragment_unnamed_257; precise float fragment_unnamed_277 = fragment_unnamed_276 + 0.5f; precise float fragment_unnamed_278 = fragment_unnamed_276 + 1.5f; precise float fragment_unnamed_280 = fragment_unnamed_276 + 2.5f; precise float fragment_unnamed_282 = fragment_unnamed_259 * 0.16666667163372039794921875f; precise float fragment_unnamed_283 = fragment_unnamed_259 * 0.16666667163372039794921875f; precise float fragment_unnamed_284 = fragment_unnamed_260 * 0.16666667163372039794921875f; precise float fragment_unnamed_285 = fragment_unnamed_260 * 0.16666667163372039794921875f; precise float fragment_unnamed_294 = fragment_unnamed_277 * 0.16666667163372039794921875f; precise float fragment_unnamed_295 = fragment_unnamed_278 * 0.16666667163372039794921875f; precise float fragment_unnamed_296 = fragment_unnamed_280 * 0.16666667163372039794921875f; precise float fragment_unnamed_297 = (-0.0f) - fragment_unnamed_294; precise float fragment_unnamed_298 = (-0.0f) - fragment_unnamed_295; precise float fragment_unnamed_307 = (-0.0f) - fragment_unnamed_296; float4 fragment_unnamed_317 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_307, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_307, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_325 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_297, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_297, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_333 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_298, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_298, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_338 = fragment_unnamed_271.x + fragment_unnamed_325.x; precise float fragment_unnamed_339 = fragment_unnamed_271.y + fragment_unnamed_325.y; precise float fragment_unnamed_340 = fragment_unnamed_271.z + fragment_unnamed_325.z; precise float fragment_unnamed_341 = fragment_unnamed_333.x + fragment_unnamed_338; precise float fragment_unnamed_342 = fragment_unnamed_333.y + fragment_unnamed_339; precise float fragment_unnamed_343 = fragment_unnamed_333.z + fragment_unnamed_340; float4 fragment_unnamed_347 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_282, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_283, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_355 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_284, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_285, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_360 = fragment_unnamed_341 + fragment_unnamed_347.x; precise float fragment_unnamed_361 = fragment_unnamed_342 + fragment_unnamed_347.y; precise float fragment_unnamed_362 = fragment_unnamed_343 + fragment_unnamed_347.z; precise float fragment_unnamed_363 = fragment_unnamed_317.x + fragment_unnamed_360; precise float fragment_unnamed_364 = fragment_unnamed_317.y + fragment_unnamed_361; precise float fragment_unnamed_365 = fragment_unnamed_317.z + fragment_unnamed_362; precise float fragment_unnamed_366 = fragment_unnamed_355.x + fragment_unnamed_363; precise float fragment_unnamed_367 = fragment_unnamed_355.y + fragment_unnamed_364; precise float fragment_unnamed_368 = fragment_unnamed_355.z + fragment_unnamed_365; precise float fragment_unnamed_369 = fragment_unnamed_366 * 0.16666667163372039794921875f; precise float fragment_unnamed_370 = fragment_unnamed_367 * 0.16666667163372039794921875f; precise float fragment_unnamed_371 = fragment_unnamed_368 * 0.16666667163372039794921875f; fragment_output_0.x = fragment_unnamed_369; fragment_output_0.y = fragment_unnamed_370; fragment_output_0.z = fragment_unnamed_371; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[83] = float4(unity_MatrixInvVP[0][0], unity_MatrixInvVP[1][0], unity_MatrixInvVP[2][0], unity_MatrixInvVP[3][0]); fragment_uniform_buffer_0[84] = float4(unity_MatrixInvVP[0][1], unity_MatrixInvVP[1][1], unity_MatrixInvVP[2][1], unity_MatrixInvVP[3][1]); fragment_uniform_buffer_0[85] = float4(unity_MatrixInvVP[0][2], unity_MatrixInvVP[1][2], unity_MatrixInvVP[2][2], unity_MatrixInvVP[3][2]); fragment_uniform_buffer_0[86] = float4(unity_MatrixInvVP[0][3], unity_MatrixInvVP[1][3], unity_MatrixInvVP[2][3], unity_MatrixInvVP[3][3]); fragment_uniform_buffer_0[136] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_uniform_buffer_0[137] = float4(_ViewProjM[0][0], _ViewProjM[1][0], _ViewProjM[2][0], _ViewProjM[3][0]); fragment_uniform_buffer_0[138] = float4(_ViewProjM[0][1], _ViewProjM[1][1], _ViewProjM[2][1], _ViewProjM[3][1]); fragment_uniform_buffer_0[139] = float4(_ViewProjM[0][2], _ViewProjM[1][2], _ViewProjM[2][2], _ViewProjM[3][2]); fragment_uniform_buffer_0[140] = float4(_ViewProjM[0][3], _ViewProjM[1][3], _ViewProjM[2][3], _ViewProjM[3][3]); fragment_uniform_buffer_0[141] = float4(_PrevViewProjM[0][0], _PrevViewProjM[1][0], _PrevViewProjM[2][0], _PrevViewProjM[3][0]); fragment_uniform_buffer_0[142] = float4(_PrevViewProjM[0][1], _PrevViewProjM[1][1], _PrevViewProjM[2][1], _PrevViewProjM[3][1]); fragment_uniform_buffer_0[143] = float4(_PrevViewProjM[0][2], _PrevViewProjM[1][2], _PrevViewProjM[2][2], _PrevViewProjM[3][2]); fragment_uniform_buffer_0[144] = float4(_PrevViewProjM[0][3], _PrevViewProjM[1][3], _PrevViewProjM[2][3], _PrevViewProjM[3][3]); fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[145] = float4(fragment_uniform_buffer_0[145][0], _Clamp, fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _CameraDepthTexture_TexelSize; float4x4 _ViewProjMStereo[2]; float4x4 _PrevViewProjMStereo[2]; float _Intensity; float _Clamp; float4 _SourceSize; float4x4 unity_StereoMatrixInvVP[2]; static float4 fragment_uniform_buffer_0[124]; static float4 fragment_uniform_buffer_1[48]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; SamplerState S0; static uint gl_Layer; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_41 = (-0.0f) - fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_44 = (-0.0f) - fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_63 = min(mad(fragment_unnamed_41, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[27u].x; precise float fragment_unnamed_64 = min(mad(fragment_unnamed_44, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[27u].y; float fragment_unnamed_66 = float(uint(gl_Layer)); float4 fragment_unnamed_73 = _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_76 = fragment_unnamed_73.x; float fragment_unnamed_81 = mad(fragment_input_1.x, 2.0f, -1.0f); uint fragment_unnamed_86 = uint(gl_Layer) << 2u; precise float fragment_unnamed_88 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); uint fragment_unnamed_89 = fragment_unnamed_86 + 41u; precise float fragment_unnamed_97 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].x; precise float fragment_unnamed_98 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].y; precise float fragment_unnamed_99 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].z; precise float fragment_unnamed_100 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].w; uint fragment_unnamed_101 = fragment_unnamed_86 + 40u; uint fragment_unnamed_113 = fragment_unnamed_86 + 42u; uint fragment_unnamed_125 = fragment_unnamed_86 + 43u; precise float fragment_unnamed_133 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].x, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].x, fragment_unnamed_81, fragment_unnamed_97)) + fragment_uniform_buffer_1[fragment_unnamed_125].x; precise float fragment_unnamed_134 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].y, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].y, fragment_unnamed_81, fragment_unnamed_98)) + fragment_uniform_buffer_1[fragment_unnamed_125].y; precise float fragment_unnamed_135 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].z, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].z, fragment_unnamed_81, fragment_unnamed_99)) + fragment_uniform_buffer_1[fragment_unnamed_125].z; precise float fragment_unnamed_136 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].w, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].w, fragment_unnamed_81, fragment_unnamed_100)) + fragment_uniform_buffer_1[fragment_unnamed_125].w; precise float fragment_unnamed_137 = fragment_unnamed_133 / fragment_unnamed_136; precise float fragment_unnamed_138 = fragment_unnamed_134 / fragment_unnamed_136; precise float fragment_unnamed_139 = fragment_unnamed_135 / fragment_unnamed_136; uint fragment_unnamed_140 = fragment_unnamed_86 + 115u; precise float fragment_unnamed_147 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].x; precise float fragment_unnamed_148 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].y; precise float fragment_unnamed_149 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].w; uint fragment_unnamed_150 = fragment_unnamed_86 + 114u; uint fragment_unnamed_160 = fragment_unnamed_86 + 116u; uint fragment_unnamed_170 = fragment_unnamed_86 + 117u; precise float fragment_unnamed_177 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].x, fragment_unnamed_137, fragment_unnamed_147)) + fragment_uniform_buffer_0[fragment_unnamed_170].x; precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].y, fragment_unnamed_137, fragment_unnamed_148)) + fragment_uniform_buffer_0[fragment_unnamed_170].y; precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].w, fragment_unnamed_137, fragment_unnamed_149)) + fragment_uniform_buffer_0[fragment_unnamed_170].w; precise float fragment_unnamed_180 = fragment_unnamed_177 / fragment_unnamed_179; precise float fragment_unnamed_181 = fragment_unnamed_178 / fragment_unnamed_179; uint fragment_unnamed_182 = fragment_unnamed_86 + 107u; precise float fragment_unnamed_189 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].x; precise float fragment_unnamed_190 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].y; precise float fragment_unnamed_191 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].w; uint fragment_unnamed_192 = fragment_unnamed_86 + 106u; uint fragment_unnamed_202 = fragment_unnamed_86 + 108u; uint fragment_unnamed_212 = fragment_unnamed_86 + 109u; precise float fragment_unnamed_219 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].x, fragment_unnamed_137, fragment_unnamed_189)) + fragment_uniform_buffer_0[fragment_unnamed_212].x; precise float fragment_unnamed_220 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].y, fragment_unnamed_137, fragment_unnamed_190)) + fragment_uniform_buffer_0[fragment_unnamed_212].y; precise float fragment_unnamed_221 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].w, fragment_unnamed_137, fragment_unnamed_191)) + fragment_uniform_buffer_0[fragment_unnamed_212].w; precise float fragment_unnamed_222 = fragment_unnamed_219 / fragment_unnamed_221; precise float fragment_unnamed_223 = fragment_unnamed_220 / fragment_unnamed_221; precise float fragment_unnamed_224 = (-0.0f) - fragment_unnamed_222; precise float fragment_unnamed_225 = (-0.0f) - fragment_unnamed_223; precise float fragment_unnamed_226 = fragment_unnamed_224 + fragment_unnamed_180; precise float fragment_unnamed_227 = fragment_unnamed_225 + fragment_unnamed_181; precise float fragment_unnamed_228 = (-0.0f) - fragment_unnamed_227; float fragment_unnamed_233 = sqrt(dot(float2(fragment_unnamed_226, fragment_unnamed_228), float2(fragment_unnamed_226, fragment_unnamed_228))); precise float fragment_unnamed_234 = 1.0f / fragment_unnamed_233; precise float fragment_unnamed_235 = fragment_unnamed_234 * fragment_unnamed_226; precise float fragment_unnamed_236 = fragment_unnamed_234 * fragment_unnamed_228; float fragment_unnamed_241 = min(fragment_unnamed_233, fragment_uniform_buffer_0[122u].y); uint fragment_unnamed_246 = (0.0f < fragment_unnamed_233) ? 4294967295u : 0u; precise float fragment_unnamed_247 = fragment_unnamed_235 * fragment_unnamed_241; precise float fragment_unnamed_248 = fragment_unnamed_236 * fragment_unnamed_241; precise float fragment_unnamed_258 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_247)) * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_259 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_248)) * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_269 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x; precise float fragment_unnamed_270 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y; precise float fragment_unnamed_277 = frac(dot(float2(fragment_unnamed_269, fragment_unnamed_270), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_279 = frac(fragment_unnamed_277); precise float fragment_unnamed_280 = fragment_unnamed_279 * 0.16666667163372039794921875f; precise float fragment_unnamed_282 = fragment_unnamed_279 + (-0.5f); precise float fragment_unnamed_284 = fragment_unnamed_279 + 1.0f; precise float fragment_unnamed_285 = fragment_unnamed_279 + 2.0f; float4 fragment_unnamed_296 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_280, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_280, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_301 = (-0.0f) - fragment_unnamed_282; precise float fragment_unnamed_302 = fragment_unnamed_301 + 0.5f; precise float fragment_unnamed_303 = fragment_unnamed_301 + 1.5f; precise float fragment_unnamed_305 = fragment_unnamed_301 + 2.5f; precise float fragment_unnamed_307 = fragment_unnamed_284 * 0.16666667163372039794921875f; precise float fragment_unnamed_308 = fragment_unnamed_284 * 0.16666667163372039794921875f; precise float fragment_unnamed_309 = fragment_unnamed_285 * 0.16666667163372039794921875f; precise float fragment_unnamed_310 = fragment_unnamed_285 * 0.16666667163372039794921875f; precise float fragment_unnamed_319 = fragment_unnamed_302 * 0.16666667163372039794921875f; precise float fragment_unnamed_320 = fragment_unnamed_303 * 0.16666667163372039794921875f; precise float fragment_unnamed_321 = fragment_unnamed_305 * 0.16666667163372039794921875f; precise float fragment_unnamed_322 = (-0.0f) - fragment_unnamed_319; precise float fragment_unnamed_323 = (-0.0f) - fragment_unnamed_320; precise float fragment_unnamed_332 = (-0.0f) - fragment_unnamed_321; float4 fragment_unnamed_342 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_323, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_323, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_350 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_322, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_322, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_355 = fragment_unnamed_296.x + fragment_unnamed_350.x; precise float fragment_unnamed_356 = fragment_unnamed_296.y + fragment_unnamed_350.y; precise float fragment_unnamed_357 = fragment_unnamed_296.z + fragment_unnamed_350.z; precise float fragment_unnamed_358 = fragment_unnamed_342.x + fragment_unnamed_355; precise float fragment_unnamed_359 = fragment_unnamed_342.y + fragment_unnamed_356; precise float fragment_unnamed_360 = fragment_unnamed_342.z + fragment_unnamed_357; float4 fragment_unnamed_364 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_307, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_308, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_369 = fragment_unnamed_358 + fragment_unnamed_364.x; precise float fragment_unnamed_370 = fragment_unnamed_359 + fragment_unnamed_364.y; precise float fragment_unnamed_371 = fragment_unnamed_360 + fragment_unnamed_364.z; float4 fragment_unnamed_375 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_332, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_332, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_383 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_309, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_310, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_388 = fragment_unnamed_369 + fragment_unnamed_375.x; precise float fragment_unnamed_389 = fragment_unnamed_370 + fragment_unnamed_375.y; precise float fragment_unnamed_390 = fragment_unnamed_371 + fragment_unnamed_375.z; precise float fragment_unnamed_391 = fragment_unnamed_383.x + fragment_unnamed_388; precise float fragment_unnamed_392 = fragment_unnamed_383.y + fragment_unnamed_389; precise float fragment_unnamed_393 = fragment_unnamed_383.z + fragment_unnamed_390; precise float fragment_unnamed_394 = fragment_unnamed_391 * 0.16666667163372039794921875f; precise float fragment_unnamed_395 = fragment_unnamed_392 * 0.16666667163372039794921875f; precise float fragment_unnamed_396 = fragment_unnamed_393 * 0.16666667163372039794921875f; fragment_output_0.x = fragment_unnamed_394; fragment_output_0.y = fragment_unnamed_395; fragment_output_0.z = fragment_unnamed_396; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[105] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_uniform_buffer_0[106] = float4(_ViewProjMStereo[0][0][0], _ViewProjMStereo[0][1][0], _ViewProjMStereo[0][2][0], _ViewProjMStereo[0][3][0]); fragment_uniform_buffer_0[107] = float4(_ViewProjMStereo[0][0][1], _ViewProjMStereo[0][1][1], _ViewProjMStereo[0][2][1], _ViewProjMStereo[0][3][1]); fragment_uniform_buffer_0[108] = float4(_ViewProjMStereo[0][0][2], _ViewProjMStereo[0][1][2], _ViewProjMStereo[0][2][2], _ViewProjMStereo[0][3][2]); fragment_uniform_buffer_0[109] = float4(_ViewProjMStereo[0][0][3], _ViewProjMStereo[0][1][3], _ViewProjMStereo[0][2][3], _ViewProjMStereo[0][3][3]); fragment_uniform_buffer_0[110] = float4(_ViewProjMStereo[1][0][0], _ViewProjMStereo[1][1][0], _ViewProjMStereo[1][2][0], _ViewProjMStereo[1][3][0]); fragment_uniform_buffer_0[111] = float4(_ViewProjMStereo[1][0][1], _ViewProjMStereo[1][1][1], _ViewProjMStereo[1][2][1], _ViewProjMStereo[1][3][1]); fragment_uniform_buffer_0[112] = float4(_ViewProjMStereo[1][0][2], _ViewProjMStereo[1][1][2], _ViewProjMStereo[1][2][2], _ViewProjMStereo[1][3][2]); fragment_uniform_buffer_0[113] = float4(_ViewProjMStereo[1][0][3], _ViewProjMStereo[1][1][3], _ViewProjMStereo[1][2][3], _ViewProjMStereo[1][3][3]); fragment_uniform_buffer_0[114] = float4(_PrevViewProjMStereo[0][0][0], _PrevViewProjMStereo[0][1][0], _PrevViewProjMStereo[0][2][0], _PrevViewProjMStereo[0][3][0]); fragment_uniform_buffer_0[115] = float4(_PrevViewProjMStereo[0][0][1], _PrevViewProjMStereo[0][1][1], _PrevViewProjMStereo[0][2][1], _PrevViewProjMStereo[0][3][1]); fragment_uniform_buffer_0[116] = float4(_PrevViewProjMStereo[0][0][2], _PrevViewProjMStereo[0][1][2], _PrevViewProjMStereo[0][2][2], _PrevViewProjMStereo[0][3][2]); fragment_uniform_buffer_0[117] = float4(_PrevViewProjMStereo[0][0][3], _PrevViewProjMStereo[0][1][3], _PrevViewProjMStereo[0][2][3], _PrevViewProjMStereo[0][3][3]); fragment_uniform_buffer_0[118] = float4(_PrevViewProjMStereo[1][0][0], _PrevViewProjMStereo[1][1][0], _PrevViewProjMStereo[1][2][0], _PrevViewProjMStereo[1][3][0]); fragment_uniform_buffer_0[119] = float4(_PrevViewProjMStereo[1][0][1], _PrevViewProjMStereo[1][1][1], _PrevViewProjMStereo[1][2][1], _PrevViewProjMStereo[1][3][1]); fragment_uniform_buffer_0[120] = float4(_PrevViewProjMStereo[1][0][2], _PrevViewProjMStereo[1][1][2], _PrevViewProjMStereo[1][2][2], _PrevViewProjMStereo[1][3][2]); fragment_uniform_buffer_0[121] = float4(_PrevViewProjMStereo[1][0][3], _PrevViewProjMStereo[1][1][3], _PrevViewProjMStereo[1][2][3], _PrevViewProjMStereo[1][3][3]); fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[122] = float4(fragment_uniform_buffer_0[122][0], _Clamp, fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_uniform_buffer_1[40] = float4(unity_StereoMatrixInvVP[0][0][0], unity_StereoMatrixInvVP[0][1][0], unity_StereoMatrixInvVP[0][2][0], unity_StereoMatrixInvVP[0][3][0]); fragment_uniform_buffer_1[41] = float4(unity_StereoMatrixInvVP[0][0][1], unity_StereoMatrixInvVP[0][1][1], unity_StereoMatrixInvVP[0][2][1], unity_StereoMatrixInvVP[0][3][1]); fragment_uniform_buffer_1[42] = float4(unity_StereoMatrixInvVP[0][0][2], unity_StereoMatrixInvVP[0][1][2], unity_StereoMatrixInvVP[0][2][2], unity_StereoMatrixInvVP[0][3][2]); fragment_uniform_buffer_1[43] = float4(unity_StereoMatrixInvVP[0][0][3], unity_StereoMatrixInvVP[0][1][3], unity_StereoMatrixInvVP[0][2][3], unity_StereoMatrixInvVP[0][3][3]); fragment_uniform_buffer_1[44] = float4(unity_StereoMatrixInvVP[1][0][0], unity_StereoMatrixInvVP[1][1][0], unity_StereoMatrixInvVP[1][2][0], unity_StereoMatrixInvVP[1][3][0]); fragment_uniform_buffer_1[45] = float4(unity_StereoMatrixInvVP[1][0][1], unity_StereoMatrixInvVP[1][1][1], unity_StereoMatrixInvVP[1][2][1], unity_StereoMatrixInvVP[1][3][1]); fragment_uniform_buffer_1[46] = float4(unity_StereoMatrixInvVP[1][0][2], unity_StereoMatrixInvVP[1][1][2], unity_StereoMatrixInvVP[1][2][2], unity_StereoMatrixInvVP[1][3][2]); fragment_uniform_buffer_1[47] = float4(unity_StereoMatrixInvVP[1][0][3], unity_StereoMatrixInvVP[1][1][3], unity_StereoMatrixInvVP[1][2][3], unity_StereoMatrixInvVP[1][3][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Camera Motion Blur - High Quality" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 138403 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f); float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f); precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31; precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = vertex_unnamed_33; gl_Position.y = vertex_unnamed_36; vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f); float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = vertex_unnamed_36; gl_Position.y = vertex_unnamed_39; vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4x4 unity_MatrixInvVP; float4 _CameraDepthTexture_TexelSize; float4x4 _ViewProjM; float4x4 _PrevViewProjM; float _Intensity; float _Clamp; float4 _SourceSize; static float4 fragment_uniform_buffer_0[147]; Texture2D _BlitTexture; Texture2D _CameraDepthTexture; SamplerState S0; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_34 = (-0.0f) - fragment_uniform_buffer_0[136u].x; precise float fragment_unnamed_37 = (-0.0f) - fragment_uniform_buffer_0[136u].y; precise float fragment_unnamed_56 = min(mad(fragment_unnamed_34, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[28u].x; precise float fragment_unnamed_57 = min(mad(fragment_unnamed_37, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[28u].y; float4 fragment_unnamed_64 = _CameraDepthTexture.SampleBias(S0, float2(fragment_unnamed_56, fragment_unnamed_57), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_67 = fragment_unnamed_64.x; float fragment_unnamed_72 = mad(fragment_input_1.x, 2.0f, -1.0f); precise float fragment_unnamed_76 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); precise float fragment_unnamed_84 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].x; precise float fragment_unnamed_85 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].y; precise float fragment_unnamed_86 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].z; precise float fragment_unnamed_87 = fragment_unnamed_76 * fragment_uniform_buffer_0[84u].w; precise float fragment_unnamed_117 = mad(fragment_uniform_buffer_0[85u].x, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].x, fragment_unnamed_72, fragment_unnamed_84)) + fragment_uniform_buffer_0[86u].x; precise float fragment_unnamed_118 = mad(fragment_uniform_buffer_0[85u].y, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].y, fragment_unnamed_72, fragment_unnamed_85)) + fragment_uniform_buffer_0[86u].y; precise float fragment_unnamed_119 = mad(fragment_uniform_buffer_0[85u].z, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].z, fragment_unnamed_72, fragment_unnamed_86)) + fragment_uniform_buffer_0[86u].z; precise float fragment_unnamed_120 = mad(fragment_uniform_buffer_0[85u].w, fragment_unnamed_67, mad(fragment_uniform_buffer_0[83u].w, fragment_unnamed_72, fragment_unnamed_87)) + fragment_uniform_buffer_0[86u].w; precise float fragment_unnamed_121 = fragment_unnamed_117 / fragment_unnamed_120; precise float fragment_unnamed_122 = fragment_unnamed_118 / fragment_unnamed_120; precise float fragment_unnamed_123 = fragment_unnamed_119 / fragment_unnamed_120; precise float fragment_unnamed_130 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].x; precise float fragment_unnamed_131 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].y; precise float fragment_unnamed_132 = fragment_unnamed_122 * fragment_uniform_buffer_0[142u].w; precise float fragment_unnamed_157 = mad(fragment_uniform_buffer_0[143u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].x, fragment_unnamed_121, fragment_unnamed_130)) + fragment_uniform_buffer_0[144u].x; precise float fragment_unnamed_158 = mad(fragment_uniform_buffer_0[143u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].y, fragment_unnamed_121, fragment_unnamed_131)) + fragment_uniform_buffer_0[144u].y; precise float fragment_unnamed_159 = mad(fragment_uniform_buffer_0[143u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[141u].w, fragment_unnamed_121, fragment_unnamed_132)) + fragment_uniform_buffer_0[144u].w; precise float fragment_unnamed_160 = fragment_unnamed_157 / fragment_unnamed_159; precise float fragment_unnamed_161 = fragment_unnamed_158 / fragment_unnamed_159; precise float fragment_unnamed_168 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].x; precise float fragment_unnamed_169 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].y; precise float fragment_unnamed_170 = fragment_unnamed_122 * fragment_uniform_buffer_0[138u].w; precise float fragment_unnamed_195 = mad(fragment_uniform_buffer_0[139u].x, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].x, fragment_unnamed_121, fragment_unnamed_168)) + fragment_uniform_buffer_0[140u].x; precise float fragment_unnamed_196 = mad(fragment_uniform_buffer_0[139u].y, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].y, fragment_unnamed_121, fragment_unnamed_169)) + fragment_uniform_buffer_0[140u].y; precise float fragment_unnamed_197 = mad(fragment_uniform_buffer_0[139u].w, fragment_unnamed_123, mad(fragment_uniform_buffer_0[137u].w, fragment_unnamed_121, fragment_unnamed_170)) + fragment_uniform_buffer_0[140u].w; precise float fragment_unnamed_198 = fragment_unnamed_195 / fragment_unnamed_197; precise float fragment_unnamed_199 = fragment_unnamed_196 / fragment_unnamed_197; precise float fragment_unnamed_200 = (-0.0f) - fragment_unnamed_198; precise float fragment_unnamed_201 = (-0.0f) - fragment_unnamed_199; precise float fragment_unnamed_202 = fragment_unnamed_200 + fragment_unnamed_160; precise float fragment_unnamed_203 = fragment_unnamed_201 + fragment_unnamed_161; precise float fragment_unnamed_204 = (-0.0f) - fragment_unnamed_203; float fragment_unnamed_208 = sqrt(dot(float2(fragment_unnamed_202, fragment_unnamed_204), float2(fragment_unnamed_202, fragment_unnamed_204))); precise float fragment_unnamed_209 = 1.0f / fragment_unnamed_208; precise float fragment_unnamed_210 = fragment_unnamed_209 * fragment_unnamed_202; precise float fragment_unnamed_211 = fragment_unnamed_209 * fragment_unnamed_204; float fragment_unnamed_216 = min(fragment_unnamed_208, fragment_uniform_buffer_0[145u].y); uint fragment_unnamed_221 = (0.0f < fragment_unnamed_208) ? 4294967295u : 0u; precise float fragment_unnamed_222 = fragment_unnamed_210 * fragment_unnamed_216; precise float fragment_unnamed_223 = fragment_unnamed_211 * fragment_unnamed_216; precise float fragment_unnamed_233 = asfloat(asuint(fragment_unnamed_222) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_234 = asfloat(asuint(fragment_unnamed_223) & fragment_unnamed_221) * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_244 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x; precise float fragment_unnamed_245 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y; precise float fragment_unnamed_252 = frac(dot(float2(fragment_unnamed_244, fragment_unnamed_245), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_254 = frac(fragment_unnamed_252); precise float fragment_unnamed_255 = fragment_unnamed_254 * 0.125f; precise float fragment_unnamed_257 = fragment_unnamed_254 + (-0.5f); precise float fragment_unnamed_259 = fragment_unnamed_254 + 1.0f; precise float fragment_unnamed_260 = fragment_unnamed_254 + 2.0f; precise float fragment_unnamed_261 = fragment_unnamed_254 + 3.0f; float4 fragment_unnamed_273 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_255, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_255, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_278 = (-0.0f) - fragment_unnamed_257; precise float fragment_unnamed_279 = fragment_unnamed_278 + 0.5f; precise float fragment_unnamed_280 = fragment_unnamed_278 + 1.5f; precise float fragment_unnamed_282 = fragment_unnamed_278 + 2.5f; precise float fragment_unnamed_284 = fragment_unnamed_278 + 3.5f; precise float fragment_unnamed_286 = fragment_unnamed_259 * 0.125f; precise float fragment_unnamed_287 = fragment_unnamed_260 * 0.125f; precise float fragment_unnamed_288 = fragment_unnamed_261 * 0.125f; precise float fragment_unnamed_289 = fragment_unnamed_279 * 0.125f; precise float fragment_unnamed_290 = fragment_unnamed_280 * 0.125f; precise float fragment_unnamed_291 = fragment_unnamed_282 * 0.125f; precise float fragment_unnamed_292 = fragment_unnamed_284 * 0.125f; precise float fragment_unnamed_293 = (-0.0f) - fragment_unnamed_289; precise float fragment_unnamed_294 = (-0.0f) - fragment_unnamed_290; precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_291; precise float fragment_unnamed_304 = (-0.0f) - fragment_unnamed_292; float4 fragment_unnamed_316 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_293, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_293, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_324 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_294, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_294, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_329 = fragment_unnamed_273.x + fragment_unnamed_316.x; precise float fragment_unnamed_330 = fragment_unnamed_273.y + fragment_unnamed_316.y; precise float fragment_unnamed_331 = fragment_unnamed_273.z + fragment_unnamed_316.z; precise float fragment_unnamed_332 = fragment_unnamed_324.x + fragment_unnamed_329; precise float fragment_unnamed_333 = fragment_unnamed_324.y + fragment_unnamed_330; precise float fragment_unnamed_334 = fragment_unnamed_324.z + fragment_unnamed_331; float4 fragment_unnamed_352 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_288, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_288, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_360 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_286, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_286, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_368 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_287, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_287, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_373 = fragment_unnamed_360.x + fragment_unnamed_332; precise float fragment_unnamed_374 = fragment_unnamed_360.y + fragment_unnamed_333; precise float fragment_unnamed_375 = fragment_unnamed_360.z + fragment_unnamed_334; float4 fragment_unnamed_379 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_303, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_303, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_387 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_304, fragment_unnamed_233, fragment_input_1.x), mad(fragment_unnamed_304, fragment_unnamed_234, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_392 = fragment_unnamed_373 + fragment_unnamed_379.x; precise float fragment_unnamed_393 = fragment_unnamed_374 + fragment_unnamed_379.y; precise float fragment_unnamed_394 = fragment_unnamed_375 + fragment_unnamed_379.z; precise float fragment_unnamed_395 = fragment_unnamed_368.x + fragment_unnamed_392; precise float fragment_unnamed_396 = fragment_unnamed_368.y + fragment_unnamed_393; precise float fragment_unnamed_397 = fragment_unnamed_368.z + fragment_unnamed_394; precise float fragment_unnamed_398 = fragment_unnamed_387.x + fragment_unnamed_395; precise float fragment_unnamed_399 = fragment_unnamed_387.y + fragment_unnamed_396; precise float fragment_unnamed_400 = fragment_unnamed_387.z + fragment_unnamed_397; precise float fragment_unnamed_401 = fragment_unnamed_352.x + fragment_unnamed_398; precise float fragment_unnamed_402 = fragment_unnamed_352.y + fragment_unnamed_399; precise float fragment_unnamed_403 = fragment_unnamed_352.z + fragment_unnamed_400; precise float fragment_unnamed_404 = fragment_unnamed_401 * 0.125f; precise float fragment_unnamed_405 = fragment_unnamed_402 * 0.125f; precise float fragment_unnamed_406 = fragment_unnamed_403 * 0.125f; fragment_output_0.x = fragment_unnamed_404; fragment_output_0.y = fragment_unnamed_405; fragment_output_0.z = fragment_unnamed_406; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[28] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[83] = float4(unity_MatrixInvVP[0][0], unity_MatrixInvVP[1][0], unity_MatrixInvVP[2][0], unity_MatrixInvVP[3][0]); fragment_uniform_buffer_0[84] = float4(unity_MatrixInvVP[0][1], unity_MatrixInvVP[1][1], unity_MatrixInvVP[2][1], unity_MatrixInvVP[3][1]); fragment_uniform_buffer_0[85] = float4(unity_MatrixInvVP[0][2], unity_MatrixInvVP[1][2], unity_MatrixInvVP[2][2], unity_MatrixInvVP[3][2]); fragment_uniform_buffer_0[86] = float4(unity_MatrixInvVP[0][3], unity_MatrixInvVP[1][3], unity_MatrixInvVP[2][3], unity_MatrixInvVP[3][3]); fragment_uniform_buffer_0[136] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_uniform_buffer_0[137] = float4(_ViewProjM[0][0], _ViewProjM[1][0], _ViewProjM[2][0], _ViewProjM[3][0]); fragment_uniform_buffer_0[138] = float4(_ViewProjM[0][1], _ViewProjM[1][1], _ViewProjM[2][1], _ViewProjM[3][1]); fragment_uniform_buffer_0[139] = float4(_ViewProjM[0][2], _ViewProjM[1][2], _ViewProjM[2][2], _ViewProjM[3][2]); fragment_uniform_buffer_0[140] = float4(_ViewProjM[0][3], _ViewProjM[1][3], _ViewProjM[2][3], _ViewProjM[3][3]); fragment_uniform_buffer_0[141] = float4(_PrevViewProjM[0][0], _PrevViewProjM[1][0], _PrevViewProjM[2][0], _PrevViewProjM[3][0]); fragment_uniform_buffer_0[142] = float4(_PrevViewProjM[0][1], _PrevViewProjM[1][1], _PrevViewProjM[2][1], _PrevViewProjM[3][1]); fragment_uniform_buffer_0[143] = float4(_PrevViewProjM[0][2], _PrevViewProjM[1][2], _PrevViewProjM[2][2], _PrevViewProjM[3][2]); fragment_uniform_buffer_0[144] = float4(_PrevViewProjM[0][3], _PrevViewProjM[1][3], _PrevViewProjM[2][3], _PrevViewProjM[3][3]); fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[145] = float4(fragment_uniform_buffer_0[145][0], _Clamp, fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _RTHandleScale; float4 _CameraDepthTexture_TexelSize; float4x4 _ViewProjMStereo[2]; float4x4 _PrevViewProjMStereo[2]; float _Intensity; float _Clamp; float4 _SourceSize; float4x4 unity_StereoMatrixInvVP[2]; static float4 fragment_uniform_buffer_0[124]; static float4 fragment_uniform_buffer_1[48]; Texture2DArray _BlitTexture; Texture2DArray _CameraDepthTexture; SamplerState S0; static uint gl_Layer; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_41 = (-0.0f) - fragment_uniform_buffer_0[105u].x; precise float fragment_unnamed_44 = (-0.0f) - fragment_uniform_buffer_0[105u].y; precise float fragment_unnamed_63 = min(mad(fragment_unnamed_41, 0.5f, 1.0f), fragment_input_1.x) * fragment_uniform_buffer_0[27u].x; precise float fragment_unnamed_64 = min(mad(fragment_unnamed_44, 0.5f, 1.0f), fragment_input_1.y) * fragment_uniform_buffer_0[27u].y; float fragment_unnamed_66 = float(uint(gl_Layer)); float4 fragment_unnamed_73 = _CameraDepthTexture.SampleBias(S0, float3(fragment_unnamed_63, fragment_unnamed_64, fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float fragment_unnamed_76 = fragment_unnamed_73.x; float fragment_unnamed_81 = mad(fragment_input_1.x, 2.0f, -1.0f); uint fragment_unnamed_86 = uint(gl_Layer) << 2u; precise float fragment_unnamed_88 = (-0.0f) - mad(fragment_input_1.y, 2.0f, -1.0f); uint fragment_unnamed_89 = fragment_unnamed_86 + 41u; precise float fragment_unnamed_97 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].x; precise float fragment_unnamed_98 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].y; precise float fragment_unnamed_99 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].z; precise float fragment_unnamed_100 = fragment_unnamed_88 * fragment_uniform_buffer_1[fragment_unnamed_89].w; uint fragment_unnamed_101 = fragment_unnamed_86 + 40u; uint fragment_unnamed_113 = fragment_unnamed_86 + 42u; uint fragment_unnamed_125 = fragment_unnamed_86 + 43u; precise float fragment_unnamed_133 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].x, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].x, fragment_unnamed_81, fragment_unnamed_97)) + fragment_uniform_buffer_1[fragment_unnamed_125].x; precise float fragment_unnamed_134 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].y, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].y, fragment_unnamed_81, fragment_unnamed_98)) + fragment_uniform_buffer_1[fragment_unnamed_125].y; precise float fragment_unnamed_135 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].z, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].z, fragment_unnamed_81, fragment_unnamed_99)) + fragment_uniform_buffer_1[fragment_unnamed_125].z; precise float fragment_unnamed_136 = mad(fragment_uniform_buffer_1[fragment_unnamed_113].w, fragment_unnamed_76, mad(fragment_uniform_buffer_1[fragment_unnamed_101].w, fragment_unnamed_81, fragment_unnamed_100)) + fragment_uniform_buffer_1[fragment_unnamed_125].w; precise float fragment_unnamed_137 = fragment_unnamed_133 / fragment_unnamed_136; precise float fragment_unnamed_138 = fragment_unnamed_134 / fragment_unnamed_136; precise float fragment_unnamed_139 = fragment_unnamed_135 / fragment_unnamed_136; uint fragment_unnamed_140 = fragment_unnamed_86 + 115u; precise float fragment_unnamed_147 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].x; precise float fragment_unnamed_148 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].y; precise float fragment_unnamed_149 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_140].w; uint fragment_unnamed_150 = fragment_unnamed_86 + 114u; uint fragment_unnamed_160 = fragment_unnamed_86 + 116u; uint fragment_unnamed_170 = fragment_unnamed_86 + 117u; precise float fragment_unnamed_177 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].x, fragment_unnamed_137, fragment_unnamed_147)) + fragment_uniform_buffer_0[fragment_unnamed_170].x; precise float fragment_unnamed_178 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].y, fragment_unnamed_137, fragment_unnamed_148)) + fragment_uniform_buffer_0[fragment_unnamed_170].y; precise float fragment_unnamed_179 = mad(fragment_uniform_buffer_0[fragment_unnamed_160].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_150].w, fragment_unnamed_137, fragment_unnamed_149)) + fragment_uniform_buffer_0[fragment_unnamed_170].w; precise float fragment_unnamed_180 = fragment_unnamed_177 / fragment_unnamed_179; precise float fragment_unnamed_181 = fragment_unnamed_178 / fragment_unnamed_179; uint fragment_unnamed_182 = fragment_unnamed_86 + 107u; precise float fragment_unnamed_189 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].x; precise float fragment_unnamed_190 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].y; precise float fragment_unnamed_191 = fragment_unnamed_138 * fragment_uniform_buffer_0[fragment_unnamed_182].w; uint fragment_unnamed_192 = fragment_unnamed_86 + 106u; uint fragment_unnamed_202 = fragment_unnamed_86 + 108u; uint fragment_unnamed_212 = fragment_unnamed_86 + 109u; precise float fragment_unnamed_219 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].x, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].x, fragment_unnamed_137, fragment_unnamed_189)) + fragment_uniform_buffer_0[fragment_unnamed_212].x; precise float fragment_unnamed_220 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].y, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].y, fragment_unnamed_137, fragment_unnamed_190)) + fragment_uniform_buffer_0[fragment_unnamed_212].y; precise float fragment_unnamed_221 = mad(fragment_uniform_buffer_0[fragment_unnamed_202].w, fragment_unnamed_139, mad(fragment_uniform_buffer_0[fragment_unnamed_192].w, fragment_unnamed_137, fragment_unnamed_191)) + fragment_uniform_buffer_0[fragment_unnamed_212].w; precise float fragment_unnamed_222 = fragment_unnamed_219 / fragment_unnamed_221; precise float fragment_unnamed_223 = fragment_unnamed_220 / fragment_unnamed_221; precise float fragment_unnamed_224 = (-0.0f) - fragment_unnamed_222; precise float fragment_unnamed_225 = (-0.0f) - fragment_unnamed_223; precise float fragment_unnamed_226 = fragment_unnamed_224 + fragment_unnamed_180; precise float fragment_unnamed_227 = fragment_unnamed_225 + fragment_unnamed_181; precise float fragment_unnamed_228 = (-0.0f) - fragment_unnamed_227; float fragment_unnamed_233 = sqrt(dot(float2(fragment_unnamed_226, fragment_unnamed_228), float2(fragment_unnamed_226, fragment_unnamed_228))); precise float fragment_unnamed_234 = 1.0f / fragment_unnamed_233; precise float fragment_unnamed_235 = fragment_unnamed_234 * fragment_unnamed_226; precise float fragment_unnamed_236 = fragment_unnamed_234 * fragment_unnamed_228; float fragment_unnamed_241 = min(fragment_unnamed_233, fragment_uniform_buffer_0[122u].y); uint fragment_unnamed_246 = (0.0f < fragment_unnamed_233) ? 4294967295u : 0u; precise float fragment_unnamed_247 = fragment_unnamed_235 * fragment_unnamed_241; precise float fragment_unnamed_248 = fragment_unnamed_236 * fragment_unnamed_241; precise float fragment_unnamed_258 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_247)) * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_259 = asfloat(fragment_unnamed_246 & asuint(fragment_unnamed_248)) * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_269 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x; precise float fragment_unnamed_270 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y; precise float fragment_unnamed_277 = frac(dot(float2(fragment_unnamed_269, fragment_unnamed_270), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_279 = frac(fragment_unnamed_277); precise float fragment_unnamed_280 = fragment_unnamed_279 * 0.125f; precise float fragment_unnamed_282 = fragment_unnamed_279 + (-0.5f); precise float fragment_unnamed_284 = fragment_unnamed_279 + 1.0f; precise float fragment_unnamed_285 = fragment_unnamed_279 + 2.0f; precise float fragment_unnamed_286 = fragment_unnamed_279 + 3.0f; float4 fragment_unnamed_298 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_280, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_280, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_303 = (-0.0f) - fragment_unnamed_282; precise float fragment_unnamed_304 = fragment_unnamed_303 + 0.5f; precise float fragment_unnamed_305 = fragment_unnamed_303 + 1.5f; precise float fragment_unnamed_307 = fragment_unnamed_303 + 2.5f; precise float fragment_unnamed_309 = fragment_unnamed_303 + 3.5f; precise float fragment_unnamed_311 = fragment_unnamed_284 * 0.125f; precise float fragment_unnamed_312 = fragment_unnamed_285 * 0.125f; precise float fragment_unnamed_313 = fragment_unnamed_286 * 0.125f; precise float fragment_unnamed_314 = fragment_unnamed_304 * 0.125f; precise float fragment_unnamed_315 = fragment_unnamed_305 * 0.125f; precise float fragment_unnamed_316 = fragment_unnamed_307 * 0.125f; precise float fragment_unnamed_317 = fragment_unnamed_309 * 0.125f; precise float fragment_unnamed_318 = (-0.0f) - fragment_unnamed_314; precise float fragment_unnamed_319 = (-0.0f) - fragment_unnamed_315; precise float fragment_unnamed_328 = (-0.0f) - fragment_unnamed_317; precise float fragment_unnamed_329 = (-0.0f) - fragment_unnamed_316; float4 fragment_unnamed_341 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_319, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_319, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_349 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_318, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_318, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_354 = fragment_unnamed_298.x + fragment_unnamed_349.x; precise float fragment_unnamed_355 = fragment_unnamed_298.y + fragment_unnamed_349.y; precise float fragment_unnamed_356 = fragment_unnamed_298.z + fragment_unnamed_349.z; precise float fragment_unnamed_357 = fragment_unnamed_341.x + fragment_unnamed_354; precise float fragment_unnamed_358 = fragment_unnamed_341.y + fragment_unnamed_355; precise float fragment_unnamed_359 = fragment_unnamed_341.z + fragment_unnamed_356; float4 fragment_unnamed_377 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_311, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_311, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_382 = fragment_unnamed_357 + fragment_unnamed_377.x; precise float fragment_unnamed_383 = fragment_unnamed_358 + fragment_unnamed_377.y; precise float fragment_unnamed_384 = fragment_unnamed_359 + fragment_unnamed_377.z; float4 fragment_unnamed_388 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_329, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_329, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_393 = fragment_unnamed_382 + fragment_unnamed_388.x; precise float fragment_unnamed_394 = fragment_unnamed_383 + fragment_unnamed_388.y; precise float fragment_unnamed_395 = fragment_unnamed_384 + fragment_unnamed_388.z; float4 fragment_unnamed_399 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_312, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_312, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_404 = fragment_unnamed_393 + fragment_unnamed_399.x; precise float fragment_unnamed_405 = fragment_unnamed_394 + fragment_unnamed_399.y; precise float fragment_unnamed_406 = fragment_unnamed_395 + fragment_unnamed_399.z; float4 fragment_unnamed_410 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_328, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_328, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_418 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_313, fragment_unnamed_258, fragment_input_1.x), mad(fragment_unnamed_313, fragment_unnamed_259, fragment_input_1.y), fragment_unnamed_66), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_423 = fragment_unnamed_404 + fragment_unnamed_410.x; precise float fragment_unnamed_424 = fragment_unnamed_405 + fragment_unnamed_410.y; precise float fragment_unnamed_425 = fragment_unnamed_406 + fragment_unnamed_410.z; precise float fragment_unnamed_426 = fragment_unnamed_418.x + fragment_unnamed_423; precise float fragment_unnamed_427 = fragment_unnamed_418.y + fragment_unnamed_424; precise float fragment_unnamed_428 = fragment_unnamed_418.z + fragment_unnamed_425; precise float fragment_unnamed_429 = fragment_unnamed_426 * 0.125f; precise float fragment_unnamed_430 = fragment_unnamed_427 * 0.125f; precise float fragment_unnamed_431 = fragment_unnamed_428 * 0.125f; fragment_output_0.x = fragment_unnamed_429; fragment_output_0.y = fragment_unnamed_430; fragment_output_0.z = fragment_unnamed_431; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[27] = float4(_RTHandleScale[0], _RTHandleScale[1], _RTHandleScale[2], _RTHandleScale[3]); fragment_uniform_buffer_0[105] = float4(_CameraDepthTexture_TexelSize[0], _CameraDepthTexture_TexelSize[1], _CameraDepthTexture_TexelSize[2], _CameraDepthTexture_TexelSize[3]); fragment_uniform_buffer_0[106] = float4(_ViewProjMStereo[0][0][0], _ViewProjMStereo[0][1][0], _ViewProjMStereo[0][2][0], _ViewProjMStereo[0][3][0]); fragment_uniform_buffer_0[107] = float4(_ViewProjMStereo[0][0][1], _ViewProjMStereo[0][1][1], _ViewProjMStereo[0][2][1], _ViewProjMStereo[0][3][1]); fragment_uniform_buffer_0[108] = float4(_ViewProjMStereo[0][0][2], _ViewProjMStereo[0][1][2], _ViewProjMStereo[0][2][2], _ViewProjMStereo[0][3][2]); fragment_uniform_buffer_0[109] = float4(_ViewProjMStereo[0][0][3], _ViewProjMStereo[0][1][3], _ViewProjMStereo[0][2][3], _ViewProjMStereo[0][3][3]); fragment_uniform_buffer_0[110] = float4(_ViewProjMStereo[1][0][0], _ViewProjMStereo[1][1][0], _ViewProjMStereo[1][2][0], _ViewProjMStereo[1][3][0]); fragment_uniform_buffer_0[111] = float4(_ViewProjMStereo[1][0][1], _ViewProjMStereo[1][1][1], _ViewProjMStereo[1][2][1], _ViewProjMStereo[1][3][1]); fragment_uniform_buffer_0[112] = float4(_ViewProjMStereo[1][0][2], _ViewProjMStereo[1][1][2], _ViewProjMStereo[1][2][2], _ViewProjMStereo[1][3][2]); fragment_uniform_buffer_0[113] = float4(_ViewProjMStereo[1][0][3], _ViewProjMStereo[1][1][3], _ViewProjMStereo[1][2][3], _ViewProjMStereo[1][3][3]); fragment_uniform_buffer_0[114] = float4(_PrevViewProjMStereo[0][0][0], _PrevViewProjMStereo[0][1][0], _PrevViewProjMStereo[0][2][0], _PrevViewProjMStereo[0][3][0]); fragment_uniform_buffer_0[115] = float4(_PrevViewProjMStereo[0][0][1], _PrevViewProjMStereo[0][1][1], _PrevViewProjMStereo[0][2][1], _PrevViewProjMStereo[0][3][1]); fragment_uniform_buffer_0[116] = float4(_PrevViewProjMStereo[0][0][2], _PrevViewProjMStereo[0][1][2], _PrevViewProjMStereo[0][2][2], _PrevViewProjMStereo[0][3][2]); fragment_uniform_buffer_0[117] = float4(_PrevViewProjMStereo[0][0][3], _PrevViewProjMStereo[0][1][3], _PrevViewProjMStereo[0][2][3], _PrevViewProjMStereo[0][3][3]); fragment_uniform_buffer_0[118] = float4(_PrevViewProjMStereo[1][0][0], _PrevViewProjMStereo[1][1][0], _PrevViewProjMStereo[1][2][0], _PrevViewProjMStereo[1][3][0]); fragment_uniform_buffer_0[119] = float4(_PrevViewProjMStereo[1][0][1], _PrevViewProjMStereo[1][1][1], _PrevViewProjMStereo[1][2][1], _PrevViewProjMStereo[1][3][1]); fragment_uniform_buffer_0[120] = float4(_PrevViewProjMStereo[1][0][2], _PrevViewProjMStereo[1][1][2], _PrevViewProjMStereo[1][2][2], _PrevViewProjMStereo[1][3][2]); fragment_uniform_buffer_0[121] = float4(_PrevViewProjMStereo[1][0][3], _PrevViewProjMStereo[1][1][3], _PrevViewProjMStereo[1][2][3], _PrevViewProjMStereo[1][3][3]); fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[122] = float4(fragment_uniform_buffer_0[122][0], _Clamp, fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_uniform_buffer_1[40] = float4(unity_StereoMatrixInvVP[0][0][0], unity_StereoMatrixInvVP[0][1][0], unity_StereoMatrixInvVP[0][2][0], unity_StereoMatrixInvVP[0][3][0]); fragment_uniform_buffer_1[41] = float4(unity_StereoMatrixInvVP[0][0][1], unity_StereoMatrixInvVP[0][1][1], unity_StereoMatrixInvVP[0][2][1], unity_StereoMatrixInvVP[0][3][1]); fragment_uniform_buffer_1[42] = float4(unity_StereoMatrixInvVP[0][0][2], unity_StereoMatrixInvVP[0][1][2], unity_StereoMatrixInvVP[0][2][2], unity_StereoMatrixInvVP[0][3][2]); fragment_uniform_buffer_1[43] = float4(unity_StereoMatrixInvVP[0][0][3], unity_StereoMatrixInvVP[0][1][3], unity_StereoMatrixInvVP[0][2][3], unity_StereoMatrixInvVP[0][3][3]); fragment_uniform_buffer_1[44] = float4(unity_StereoMatrixInvVP[1][0][0], unity_StereoMatrixInvVP[1][1][0], unity_StereoMatrixInvVP[1][2][0], unity_StereoMatrixInvVP[1][3][0]); fragment_uniform_buffer_1[45] = float4(unity_StereoMatrixInvVP[1][0][1], unity_StereoMatrixInvVP[1][1][1], unity_StereoMatrixInvVP[1][2][1], unity_StereoMatrixInvVP[1][3][1]); fragment_uniform_buffer_1[46] = float4(unity_StereoMatrixInvVP[1][0][2], unity_StereoMatrixInvVP[1][1][2], unity_StereoMatrixInvVP[1][2][2], unity_StereoMatrixInvVP[1][3][2]); fragment_uniform_buffer_1[47] = float4(unity_StereoMatrixInvVP[1][0][3], unity_StereoMatrixInvVP[1][1][3], unity_StereoMatrixInvVP[1][2][3], unity_StereoMatrixInvVP[1][3][3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Camera And Object Motion Blur - Low Quality" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 255410 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f); float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f); precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31; precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = vertex_unnamed_33; gl_Position.y = vertex_unnamed_36; vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f); float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = vertex_unnamed_36; gl_Position.y = vertex_unnamed_39; vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _Intensity; float4 _SourceSize; static float4 fragment_uniform_buffer_0[147]; Texture2D _BlitTexture; Texture2D _MotionVectorTexture; SamplerState S0; SamplerState S1; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_43 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x; precise float fragment_unnamed_44 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y; precise float fragment_unnamed_53 = frac(dot(float2(fragment_unnamed_43, fragment_unnamed_44), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_55 = frac(fragment_unnamed_53); precise float fragment_unnamed_56 = fragment_unnamed_55 * 0.25f; precise float fragment_unnamed_58 = fragment_unnamed_55 + (-0.5f); precise float fragment_unnamed_60 = fragment_unnamed_55 + 1.0f; float4 fragment_unnamed_72 = _MotionVectorTexture.SampleBias(S1, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_76 = (-0.0f) - fragment_unnamed_72.x; precise float fragment_unnamed_78 = (-0.0f) - fragment_unnamed_72.y; precise float fragment_unnamed_83 = fragment_unnamed_76 * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_84 = fragment_unnamed_78 * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_85 = fragment_unnamed_83 + fragment_unnamed_83; precise float fragment_unnamed_86 = fragment_unnamed_84 + fragment_unnamed_84; float4 fragment_unnamed_97 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_56, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_56, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_102 = (-0.0f) - fragment_unnamed_58; precise float fragment_unnamed_103 = fragment_unnamed_102 + 0.5f; precise float fragment_unnamed_105 = fragment_unnamed_102 + 0.5f; precise float fragment_unnamed_106 = fragment_unnamed_102 + 1.5f; precise float fragment_unnamed_108 = fragment_unnamed_102 + 1.5f; precise float fragment_unnamed_109 = fragment_unnamed_60 * 0.25f; float4 fragment_unnamed_119 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_109, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_109, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_124 = fragment_unnamed_103 * 0.25f; precise float fragment_unnamed_125 = fragment_unnamed_105 * 0.25f; precise float fragment_unnamed_126 = fragment_unnamed_106 * 0.25f; precise float fragment_unnamed_127 = fragment_unnamed_108 * 0.25f; precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_124; precise float fragment_unnamed_129 = (-0.0f) - fragment_unnamed_125; precise float fragment_unnamed_130 = (-0.0f) - fragment_unnamed_126; precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_127; float4 fragment_unnamed_143 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_128, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_129, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_151 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_130, fragment_unnamed_85, fragment_input_1.x), mad(fragment_unnamed_131, fragment_unnamed_86, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_156 = fragment_unnamed_97.x + fragment_unnamed_143.x; precise float fragment_unnamed_157 = fragment_unnamed_97.y + fragment_unnamed_143.y; precise float fragment_unnamed_158 = fragment_unnamed_97.z + fragment_unnamed_143.z; precise float fragment_unnamed_159 = fragment_unnamed_151.x + fragment_unnamed_156; precise float fragment_unnamed_160 = fragment_unnamed_151.y + fragment_unnamed_157; precise float fragment_unnamed_161 = fragment_unnamed_151.z + fragment_unnamed_158; precise float fragment_unnamed_162 = fragment_unnamed_119.x + fragment_unnamed_159; precise float fragment_unnamed_163 = fragment_unnamed_119.y + fragment_unnamed_160; precise float fragment_unnamed_164 = fragment_unnamed_119.z + fragment_unnamed_161; precise float fragment_unnamed_165 = fragment_unnamed_162 * 0.25f; precise float fragment_unnamed_166 = fragment_unnamed_163 * 0.25f; precise float fragment_unnamed_167 = fragment_unnamed_164 * 0.25f; fragment_output_0.x = fragment_unnamed_165; fragment_output_0.y = fragment_unnamed_166; fragment_output_0.z = fragment_unnamed_167; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _Intensity; float4 _SourceSize; static float4 fragment_uniform_buffer_0[124]; Texture2DArray _BlitTexture; Texture2DArray _MotionVectorTexture; SamplerState S0; SamplerState S1; static uint gl_Layer; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_45 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x; precise float fragment_unnamed_46 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y; precise float fragment_unnamed_55 = frac(dot(float2(fragment_unnamed_45, fragment_unnamed_46), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_57 = frac(fragment_unnamed_55); precise float fragment_unnamed_58 = fragment_unnamed_57 * 0.25f; precise float fragment_unnamed_60 = fragment_unnamed_57 + (-0.5f); precise float fragment_unnamed_62 = fragment_unnamed_57 + 1.0f; float fragment_unnamed_69 = float(uint(gl_Layer)); float4 fragment_unnamed_76 = _MotionVectorTexture.SampleBias(S1, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_81 = (-0.0f) - fragment_unnamed_76.x; precise float fragment_unnamed_83 = (-0.0f) - fragment_unnamed_76.y; precise float fragment_unnamed_88 = fragment_unnamed_81 * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_89 = fragment_unnamed_83 * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_90 = fragment_unnamed_88 + fragment_unnamed_88; precise float fragment_unnamed_91 = fragment_unnamed_89 + fragment_unnamed_89; float4 fragment_unnamed_102 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_58, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_58, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_107 = (-0.0f) - fragment_unnamed_60; precise float fragment_unnamed_108 = fragment_unnamed_107 + 0.5f; precise float fragment_unnamed_110 = fragment_unnamed_107 + 0.5f; precise float fragment_unnamed_111 = fragment_unnamed_107 + 1.5f; precise float fragment_unnamed_113 = fragment_unnamed_107 + 1.5f; precise float fragment_unnamed_114 = fragment_unnamed_62 * 0.25f; precise float fragment_unnamed_121 = fragment_unnamed_108 * 0.25f; precise float fragment_unnamed_122 = fragment_unnamed_110 * 0.25f; precise float fragment_unnamed_123 = fragment_unnamed_111 * 0.25f; precise float fragment_unnamed_124 = fragment_unnamed_113 * 0.25f; precise float fragment_unnamed_125 = (-0.0f) - fragment_unnamed_121; precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_122; precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_123; precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_124; float4 fragment_unnamed_140 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_127, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_128, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_148 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_114, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_114, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_156 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_125, fragment_unnamed_90, fragment_input_1.x), mad(fragment_unnamed_126, fragment_unnamed_91, fragment_input_1.y), fragment_unnamed_69), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_161 = fragment_unnamed_102.x + fragment_unnamed_156.x; precise float fragment_unnamed_162 = fragment_unnamed_102.y + fragment_unnamed_156.y; precise float fragment_unnamed_163 = fragment_unnamed_102.z + fragment_unnamed_156.z; precise float fragment_unnamed_164 = fragment_unnamed_140.x + fragment_unnamed_161; precise float fragment_unnamed_165 = fragment_unnamed_140.y + fragment_unnamed_162; precise float fragment_unnamed_166 = fragment_unnamed_140.z + fragment_unnamed_163; precise float fragment_unnamed_167 = fragment_unnamed_148.x + fragment_unnamed_164; precise float fragment_unnamed_168 = fragment_unnamed_148.y + fragment_unnamed_165; precise float fragment_unnamed_169 = fragment_unnamed_148.z + fragment_unnamed_166; precise float fragment_unnamed_170 = fragment_unnamed_167 * 0.25f; precise float fragment_unnamed_171 = fragment_unnamed_168 * 0.25f; precise float fragment_unnamed_172 = fragment_unnamed_169 * 0.25f; fragment_output_0.x = fragment_unnamed_170; fragment_output_0.y = fragment_unnamed_171; fragment_output_0.z = fragment_unnamed_172; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Camera And Object Motion Blur - Medium Quality" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 299718 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f); float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f); precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31; precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = vertex_unnamed_33; gl_Position.y = vertex_unnamed_36; vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f); float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = vertex_unnamed_36; gl_Position.y = vertex_unnamed_39; vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _Intensity; float4 _SourceSize; static float4 fragment_uniform_buffer_0[147]; Texture2D _BlitTexture; Texture2D _MotionVectorTexture; SamplerState S0; SamplerState S1; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_43 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x; precise float fragment_unnamed_44 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y; precise float fragment_unnamed_53 = frac(dot(float2(fragment_unnamed_43, fragment_unnamed_44), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_55 = frac(fragment_unnamed_53); precise float fragment_unnamed_56 = fragment_unnamed_55 * 0.16666667163372039794921875f; precise float fragment_unnamed_58 = fragment_unnamed_55 + (-0.5f); precise float fragment_unnamed_60 = fragment_unnamed_55 + 1.0f; precise float fragment_unnamed_62 = fragment_unnamed_55 + 2.0f; float4 fragment_unnamed_74 = _MotionVectorTexture.SampleBias(S1, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_78 = (-0.0f) - fragment_unnamed_74.x; precise float fragment_unnamed_80 = (-0.0f) - fragment_unnamed_74.y; precise float fragment_unnamed_85 = fragment_unnamed_78 * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_86 = fragment_unnamed_80 * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_87 = fragment_unnamed_85 + fragment_unnamed_85; precise float fragment_unnamed_88 = fragment_unnamed_86 + fragment_unnamed_86; float4 fragment_unnamed_99 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_56, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_56, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_104 = (-0.0f) - fragment_unnamed_58; precise float fragment_unnamed_105 = fragment_unnamed_104 + 0.5f; precise float fragment_unnamed_107 = fragment_unnamed_104 + 1.5f; precise float fragment_unnamed_109 = fragment_unnamed_104 + 2.5f; precise float fragment_unnamed_111 = fragment_unnamed_60 * 0.16666667163372039794921875f; precise float fragment_unnamed_112 = fragment_unnamed_60 * 0.16666667163372039794921875f; precise float fragment_unnamed_113 = fragment_unnamed_62 * 0.16666667163372039794921875f; precise float fragment_unnamed_114 = fragment_unnamed_62 * 0.16666667163372039794921875f; precise float fragment_unnamed_123 = fragment_unnamed_105 * 0.16666667163372039794921875f; precise float fragment_unnamed_124 = fragment_unnamed_107 * 0.16666667163372039794921875f; precise float fragment_unnamed_125 = fragment_unnamed_109 * 0.16666667163372039794921875f; precise float fragment_unnamed_126 = (-0.0f) - fragment_unnamed_123; precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_124; precise float fragment_unnamed_136 = (-0.0f) - fragment_unnamed_125; float4 fragment_unnamed_146 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_136, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_136, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_154 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_126, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_126, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_162 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_127, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_127, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_167 = fragment_unnamed_99.x + fragment_unnamed_154.x; precise float fragment_unnamed_168 = fragment_unnamed_99.y + fragment_unnamed_154.y; precise float fragment_unnamed_169 = fragment_unnamed_99.z + fragment_unnamed_154.z; precise float fragment_unnamed_170 = fragment_unnamed_162.x + fragment_unnamed_167; precise float fragment_unnamed_171 = fragment_unnamed_162.y + fragment_unnamed_168; precise float fragment_unnamed_172 = fragment_unnamed_162.z + fragment_unnamed_169; float4 fragment_unnamed_176 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_111, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_112, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_184 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_113, fragment_unnamed_87, fragment_input_1.x), mad(fragment_unnamed_114, fragment_unnamed_88, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_189 = fragment_unnamed_170 + fragment_unnamed_176.x; precise float fragment_unnamed_190 = fragment_unnamed_171 + fragment_unnamed_176.y; precise float fragment_unnamed_191 = fragment_unnamed_172 + fragment_unnamed_176.z; precise float fragment_unnamed_192 = fragment_unnamed_146.x + fragment_unnamed_189; precise float fragment_unnamed_193 = fragment_unnamed_146.y + fragment_unnamed_190; precise float fragment_unnamed_194 = fragment_unnamed_146.z + fragment_unnamed_191; precise float fragment_unnamed_195 = fragment_unnamed_184.x + fragment_unnamed_192; precise float fragment_unnamed_196 = fragment_unnamed_184.y + fragment_unnamed_193; precise float fragment_unnamed_197 = fragment_unnamed_184.z + fragment_unnamed_194; precise float fragment_unnamed_198 = fragment_unnamed_195 * 0.16666667163372039794921875f; precise float fragment_unnamed_199 = fragment_unnamed_196 * 0.16666667163372039794921875f; precise float fragment_unnamed_200 = fragment_unnamed_197 * 0.16666667163372039794921875f; fragment_output_0.x = fragment_unnamed_198; fragment_output_0.y = fragment_unnamed_199; fragment_output_0.z = fragment_unnamed_200; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _Intensity; float4 _SourceSize; static float4 fragment_uniform_buffer_0[124]; Texture2DArray _BlitTexture; Texture2DArray _MotionVectorTexture; SamplerState S0; SamplerState S1; static uint gl_Layer; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_45 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x; precise float fragment_unnamed_46 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y; precise float fragment_unnamed_55 = frac(dot(float2(fragment_unnamed_45, fragment_unnamed_46), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_57 = frac(fragment_unnamed_55); precise float fragment_unnamed_58 = fragment_unnamed_57 * 0.16666667163372039794921875f; precise float fragment_unnamed_60 = fragment_unnamed_57 + (-0.5f); precise float fragment_unnamed_62 = fragment_unnamed_57 + 1.0f; precise float fragment_unnamed_64 = fragment_unnamed_57 + 2.0f; float fragment_unnamed_71 = float(uint(gl_Layer)); float4 fragment_unnamed_78 = _MotionVectorTexture.SampleBias(S1, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_83 = (-0.0f) - fragment_unnamed_78.x; precise float fragment_unnamed_85 = (-0.0f) - fragment_unnamed_78.y; precise float fragment_unnamed_90 = fragment_unnamed_83 * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_91 = fragment_unnamed_85 * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_92 = fragment_unnamed_90 + fragment_unnamed_90; precise float fragment_unnamed_93 = fragment_unnamed_91 + fragment_unnamed_91; float4 fragment_unnamed_104 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_58, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_58, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_109 = (-0.0f) - fragment_unnamed_60; precise float fragment_unnamed_110 = fragment_unnamed_109 + 0.5f; precise float fragment_unnamed_112 = fragment_unnamed_109 + 1.5f; precise float fragment_unnamed_114 = fragment_unnamed_109 + 2.5f; precise float fragment_unnamed_116 = fragment_unnamed_62 * 0.16666667163372039794921875f; precise float fragment_unnamed_117 = fragment_unnamed_62 * 0.16666667163372039794921875f; precise float fragment_unnamed_118 = fragment_unnamed_64 * 0.16666667163372039794921875f; precise float fragment_unnamed_119 = fragment_unnamed_64 * 0.16666667163372039794921875f; precise float fragment_unnamed_128 = fragment_unnamed_110 * 0.16666667163372039794921875f; precise float fragment_unnamed_129 = fragment_unnamed_112 * 0.16666667163372039794921875f; precise float fragment_unnamed_130 = fragment_unnamed_114 * 0.16666667163372039794921875f; precise float fragment_unnamed_131 = (-0.0f) - fragment_unnamed_128; precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_129; precise float fragment_unnamed_141 = (-0.0f) - fragment_unnamed_130; float4 fragment_unnamed_151 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_132, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_132, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_159 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_131, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_131, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_164 = fragment_unnamed_104.x + fragment_unnamed_159.x; precise float fragment_unnamed_165 = fragment_unnamed_104.y + fragment_unnamed_159.y; precise float fragment_unnamed_166 = fragment_unnamed_104.z + fragment_unnamed_159.z; precise float fragment_unnamed_167 = fragment_unnamed_151.x + fragment_unnamed_164; precise float fragment_unnamed_168 = fragment_unnamed_151.y + fragment_unnamed_165; precise float fragment_unnamed_169 = fragment_unnamed_151.z + fragment_unnamed_166; float4 fragment_unnamed_173 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_116, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_117, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_178 = fragment_unnamed_167 + fragment_unnamed_173.x; precise float fragment_unnamed_179 = fragment_unnamed_168 + fragment_unnamed_173.y; precise float fragment_unnamed_180 = fragment_unnamed_169 + fragment_unnamed_173.z; float4 fragment_unnamed_184 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_141, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_141, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_192 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_118, fragment_unnamed_92, fragment_input_1.x), mad(fragment_unnamed_119, fragment_unnamed_93, fragment_input_1.y), fragment_unnamed_71), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_197 = fragment_unnamed_178 + fragment_unnamed_184.x; precise float fragment_unnamed_198 = fragment_unnamed_179 + fragment_unnamed_184.y; precise float fragment_unnamed_199 = fragment_unnamed_180 + fragment_unnamed_184.z; precise float fragment_unnamed_200 = fragment_unnamed_192.x + fragment_unnamed_197; precise float fragment_unnamed_201 = fragment_unnamed_192.y + fragment_unnamed_198; precise float fragment_unnamed_202 = fragment_unnamed_192.z + fragment_unnamed_199; precise float fragment_unnamed_203 = fragment_unnamed_200 * 0.16666667163372039794921875f; precise float fragment_unnamed_204 = fragment_unnamed_201 * 0.16666667163372039794921875f; precise float fragment_unnamed_205 = fragment_unnamed_202 * 0.16666667163372039794921875f; fragment_output_0.x = fragment_unnamed_203; fragment_output_0.y = fragment_unnamed_204; fragment_output_0.z = fragment_unnamed_205; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } Pass { Name "Camera And Object Motion Blur - High Quality" LOD 100 Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } ZTest Always ZWrite Off Cull Off GpuProgramID 333263 HLSLPROGRAM // https://docs.unity3d.com/Manual/SL-PragmaDirectives.html #pragma vertex vert #pragma fragment frag #pragma target 4.0 #pragma multi_compile _ STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[131]; static float4 gl_Position; static int gl_VertexIndex; static int gl_BaseVertexARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_BaseVertexARB : SV_StartVertexLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; }; void vert_main() { float vertex_unnamed_30 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_31 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_33 = mad(vertex_unnamed_30, 2.0f, -1.0f); float vertex_unnamed_36 = mad(vertex_unnamed_31, 2.0f, -1.0f); precise float vertex_unnamed_37 = (-0.0f) - vertex_unnamed_31; precise float vertex_unnamed_39 = vertex_unnamed_37 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_30, vertex_uniform_buffer_0[130u].x, vertex_uniform_buffer_0[130u].z); vertex_output_1.y = mad(vertex_unnamed_39, vertex_uniform_buffer_0[130u].y, vertex_uniform_buffer_0[130u].w); gl_Position.x = vertex_unnamed_33; gl_Position.y = vertex_unnamed_36; vertex_output_1.z = mad(vertex_unnamed_33, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_36, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[130] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float4 _BlitScaleBias; static float4 vertex_uniform_buffer_0[100]; static float4 gl_Position; static uint gl_Layer; static int gl_VertexIndex; static int gl_InstanceIndex; static int gl_BaseVertexARB; static int gl_BaseInstanceARB; static float4 vertex_output_1; struct Vertex_Stage_Input { uint gl_VertexIndex : SV_VertexID; uint gl_InstanceIndex : SV_InstanceID; uint gl_BaseVertexARB : SV_StartVertexLocation; uint gl_BaseInstanceARB : SV_StartInstanceLocation; }; struct Vertex_Stage_Output { float4 vertex_output_1 : TEXCOORD; // TEXCOORD float4 gl_Position : SV_Position; uint gl_Layer : SV_RenderTargetArrayIndex; }; void vert_main() { float vertex_unnamed_33 = float(((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) << 1u) & 2u); float vertex_unnamed_34 = float((uint(gl_VertexIndex) - uint(gl_BaseVertexARB)) & 2u); float vertex_unnamed_36 = mad(vertex_unnamed_33, 2.0f, -1.0f); float vertex_unnamed_39 = mad(vertex_unnamed_34, 2.0f, -1.0f); precise float vertex_unnamed_40 = (-0.0f) - vertex_unnamed_34; precise float vertex_unnamed_42 = vertex_unnamed_40 + 1.0f; vertex_output_1.x = mad(vertex_unnamed_33, vertex_uniform_buffer_0[99u].x, vertex_uniform_buffer_0[99u].z); vertex_output_1.y = mad(vertex_unnamed_42, vertex_uniform_buffer_0[99u].y, vertex_uniform_buffer_0[99u].w); gl_Position.x = vertex_unnamed_36; gl_Position.y = vertex_unnamed_39; vertex_output_1.z = mad(vertex_unnamed_36, 0.5f, 0.5f); vertex_output_1.w = mad(vertex_unnamed_39, 0.5f, 0.5f); gl_Position.z = 1.0f; gl_Position.w = 1.0f; gl_Layer = int((uint(gl_InstanceIndex) - uint(gl_BaseInstanceARB)) & 1u); } Vertex_Stage_Output vert(Vertex_Stage_Input stage_input) { vertex_uniform_buffer_0[99] = float4(_BlitScaleBias[0], _BlitScaleBias[1], _BlitScaleBias[2], _BlitScaleBias[3]); gl_VertexIndex = int(stage_input.gl_VertexIndex + stage_input.gl_BaseVertexARB); gl_InstanceIndex = int(stage_input.gl_InstanceIndex + stage_input.gl_BaseInstanceARB); gl_BaseVertexARB = stage_input.gl_BaseVertexARB; gl_BaseInstanceARB = stage_input.gl_BaseInstanceARB; vert_main(); Vertex_Stage_Output stage_output; stage_output.gl_Position = gl_Position; stage_output.gl_Layer = gl_Layer; stage_output.vertex_output_1 = vertex_output_1; return stage_output; } #endif // STEREO_INSTANCING_ON #ifndef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _Intensity; float4 _SourceSize; static float4 fragment_uniform_buffer_0[147]; Texture2D _BlitTexture; Texture2D _MotionVectorTexture; SamplerState S0; SamplerState S1; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_43 = fragment_input_1.x * fragment_uniform_buffer_0[146u].x; precise float fragment_unnamed_44 = fragment_input_1.y * fragment_uniform_buffer_0[146u].y; precise float fragment_unnamed_53 = frac(dot(float2(fragment_unnamed_43, fragment_unnamed_44), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_55 = frac(fragment_unnamed_53); precise float fragment_unnamed_56 = fragment_unnamed_55 * 0.125f; precise float fragment_unnamed_58 = fragment_unnamed_55 + (-0.5f); precise float fragment_unnamed_60 = fragment_unnamed_55 + 1.0f; precise float fragment_unnamed_62 = fragment_unnamed_55 + 2.0f; precise float fragment_unnamed_64 = fragment_unnamed_55 + 3.0f; float4 fragment_unnamed_76 = _MotionVectorTexture.SampleBias(S1, float2(fragment_input_1.x, fragment_input_1.y), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_80 = (-0.0f) - fragment_unnamed_76.x; precise float fragment_unnamed_82 = (-0.0f) - fragment_unnamed_76.y; precise float fragment_unnamed_87 = fragment_unnamed_80 * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_88 = fragment_unnamed_82 * fragment_uniform_buffer_0[145u].x; precise float fragment_unnamed_89 = fragment_unnamed_87 + fragment_unnamed_87; precise float fragment_unnamed_90 = fragment_unnamed_88 + fragment_unnamed_88; float4 fragment_unnamed_101 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_56, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_56, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_106 = (-0.0f) - fragment_unnamed_58; precise float fragment_unnamed_107 = fragment_unnamed_106 + 0.5f; precise float fragment_unnamed_109 = fragment_unnamed_106 + 1.5f; precise float fragment_unnamed_111 = fragment_unnamed_106 + 2.5f; precise float fragment_unnamed_113 = fragment_unnamed_106 + 3.5f; precise float fragment_unnamed_115 = fragment_unnamed_60 * 0.125f; precise float fragment_unnamed_116 = fragment_unnamed_62 * 0.125f; precise float fragment_unnamed_117 = fragment_unnamed_64 * 0.125f; precise float fragment_unnamed_118 = fragment_unnamed_107 * 0.125f; precise float fragment_unnamed_119 = fragment_unnamed_109 * 0.125f; precise float fragment_unnamed_120 = fragment_unnamed_111 * 0.125f; precise float fragment_unnamed_121 = fragment_unnamed_113 * 0.125f; precise float fragment_unnamed_122 = (-0.0f) - fragment_unnamed_118; precise float fragment_unnamed_123 = (-0.0f) - fragment_unnamed_119; precise float fragment_unnamed_132 = (-0.0f) - fragment_unnamed_120; precise float fragment_unnamed_133 = (-0.0f) - fragment_unnamed_121; float4 fragment_unnamed_145 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_122, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_122, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_153 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_123, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_123, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_158 = fragment_unnamed_101.x + fragment_unnamed_145.x; precise float fragment_unnamed_159 = fragment_unnamed_101.y + fragment_unnamed_145.y; precise float fragment_unnamed_160 = fragment_unnamed_101.z + fragment_unnamed_145.z; precise float fragment_unnamed_161 = fragment_unnamed_153.x + fragment_unnamed_158; precise float fragment_unnamed_162 = fragment_unnamed_153.y + fragment_unnamed_159; precise float fragment_unnamed_163 = fragment_unnamed_153.z + fragment_unnamed_160; float4 fragment_unnamed_181 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_117, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_117, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_189 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_115, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_115, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_197 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_116, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_116, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_202 = fragment_unnamed_189.x + fragment_unnamed_161; precise float fragment_unnamed_203 = fragment_unnamed_189.y + fragment_unnamed_162; precise float fragment_unnamed_204 = fragment_unnamed_189.z + fragment_unnamed_163; float4 fragment_unnamed_208 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_132, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_132, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_216 = _BlitTexture.SampleBias(S0, float2(mad(fragment_unnamed_133, fragment_unnamed_89, fragment_input_1.x), mad(fragment_unnamed_133, fragment_unnamed_90, fragment_input_1.y)), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_221 = fragment_unnamed_202 + fragment_unnamed_208.x; precise float fragment_unnamed_222 = fragment_unnamed_203 + fragment_unnamed_208.y; precise float fragment_unnamed_223 = fragment_unnamed_204 + fragment_unnamed_208.z; precise float fragment_unnamed_224 = fragment_unnamed_197.x + fragment_unnamed_221; precise float fragment_unnamed_225 = fragment_unnamed_197.y + fragment_unnamed_222; precise float fragment_unnamed_226 = fragment_unnamed_197.z + fragment_unnamed_223; precise float fragment_unnamed_227 = fragment_unnamed_216.x + fragment_unnamed_224; precise float fragment_unnamed_228 = fragment_unnamed_216.y + fragment_unnamed_225; precise float fragment_unnamed_229 = fragment_unnamed_216.z + fragment_unnamed_226; precise float fragment_unnamed_230 = fragment_unnamed_181.x + fragment_unnamed_227; precise float fragment_unnamed_231 = fragment_unnamed_181.y + fragment_unnamed_228; precise float fragment_unnamed_232 = fragment_unnamed_181.z + fragment_unnamed_229; precise float fragment_unnamed_233 = fragment_unnamed_230 * 0.125f; precise float fragment_unnamed_234 = fragment_unnamed_231 * 0.125f; precise float fragment_unnamed_235 = fragment_unnamed_232 * 0.125f; fragment_output_0.x = fragment_unnamed_233; fragment_output_0.y = fragment_unnamed_234; fragment_output_0.z = fragment_unnamed_235; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[145] = float4(_Intensity, fragment_uniform_buffer_0[145][1], fragment_uniform_buffer_0[145][2], fragment_uniform_buffer_0[145][3]); fragment_uniform_buffer_0[146] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // !STEREO_INSTANCING_ON #ifdef STEREO_INSTANCING_ON #define ANY_SHADER_VARIANT_ACTIVE float _Intensity; float4 _SourceSize; static float4 fragment_uniform_buffer_0[124]; Texture2DArray _BlitTexture; Texture2DArray _MotionVectorTexture; SamplerState S0; SamplerState S1; static uint gl_Layer; static float4 fragment_input_1; static float4 fragment_output_0; struct Fragment_Stage_Input { float4 fragment_input_1 : TEXCOORD; // TEXCOORD uint gl_Layer : SV_RenderTargetArrayIndex; }; struct Fragment_Stage_Output { float4 fragment_output_0 : SV_Target0; }; void frag_main() { precise float fragment_unnamed_45 = fragment_input_1.x * fragment_uniform_buffer_0[123u].x; precise float fragment_unnamed_46 = fragment_input_1.y * fragment_uniform_buffer_0[123u].y; precise float fragment_unnamed_55 = frac(dot(float2(fragment_unnamed_45, fragment_unnamed_46), float2(0.067110560834407806396484375f, 0.005837149918079376220703125f))) * 52.98291778564453125f; float fragment_unnamed_57 = frac(fragment_unnamed_55); precise float fragment_unnamed_58 = fragment_unnamed_57 * 0.125f; precise float fragment_unnamed_60 = fragment_unnamed_57 + (-0.5f); precise float fragment_unnamed_62 = fragment_unnamed_57 + 1.0f; precise float fragment_unnamed_64 = fragment_unnamed_57 + 2.0f; precise float fragment_unnamed_66 = fragment_unnamed_57 + 3.0f; float fragment_unnamed_73 = float(uint(gl_Layer)); float4 fragment_unnamed_80 = _MotionVectorTexture.SampleBias(S1, float3(fragment_input_1.x, fragment_input_1.y, fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_85 = (-0.0f) - fragment_unnamed_80.x; precise float fragment_unnamed_87 = (-0.0f) - fragment_unnamed_80.y; precise float fragment_unnamed_92 = fragment_unnamed_85 * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_93 = fragment_unnamed_87 * fragment_uniform_buffer_0[122u].x; precise float fragment_unnamed_94 = fragment_unnamed_92 + fragment_unnamed_92; precise float fragment_unnamed_95 = fragment_unnamed_93 + fragment_unnamed_93; float4 fragment_unnamed_106 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_58, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_58, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_111 = (-0.0f) - fragment_unnamed_60; precise float fragment_unnamed_112 = fragment_unnamed_111 + 0.5f; precise float fragment_unnamed_114 = fragment_unnamed_111 + 1.5f; precise float fragment_unnamed_116 = fragment_unnamed_111 + 2.5f; precise float fragment_unnamed_118 = fragment_unnamed_111 + 3.5f; precise float fragment_unnamed_120 = fragment_unnamed_62 * 0.125f; precise float fragment_unnamed_121 = fragment_unnamed_64 * 0.125f; precise float fragment_unnamed_122 = fragment_unnamed_66 * 0.125f; precise float fragment_unnamed_123 = fragment_unnamed_112 * 0.125f; precise float fragment_unnamed_124 = fragment_unnamed_114 * 0.125f; precise float fragment_unnamed_125 = fragment_unnamed_116 * 0.125f; precise float fragment_unnamed_126 = fragment_unnamed_118 * 0.125f; precise float fragment_unnamed_127 = (-0.0f) - fragment_unnamed_123; precise float fragment_unnamed_128 = (-0.0f) - fragment_unnamed_124; precise float fragment_unnamed_137 = (-0.0f) - fragment_unnamed_126; precise float fragment_unnamed_138 = (-0.0f) - fragment_unnamed_125; float4 fragment_unnamed_150 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_128, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_128, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_158 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_127, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_127, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_163 = fragment_unnamed_106.x + fragment_unnamed_158.x; precise float fragment_unnamed_164 = fragment_unnamed_106.y + fragment_unnamed_158.y; precise float fragment_unnamed_165 = fragment_unnamed_106.z + fragment_unnamed_158.z; precise float fragment_unnamed_166 = fragment_unnamed_150.x + fragment_unnamed_163; precise float fragment_unnamed_167 = fragment_unnamed_150.y + fragment_unnamed_164; precise float fragment_unnamed_168 = fragment_unnamed_150.z + fragment_unnamed_165; float4 fragment_unnamed_186 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_120, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_120, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_191 = fragment_unnamed_186.x + fragment_unnamed_166; precise float fragment_unnamed_192 = fragment_unnamed_186.y + fragment_unnamed_167; precise float fragment_unnamed_193 = fragment_unnamed_186.z + fragment_unnamed_168; float4 fragment_unnamed_197 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_138, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_138, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_202 = fragment_unnamed_191 + fragment_unnamed_197.x; precise float fragment_unnamed_203 = fragment_unnamed_192 + fragment_unnamed_197.y; precise float fragment_unnamed_204 = fragment_unnamed_193 + fragment_unnamed_197.z; float4 fragment_unnamed_208 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_121, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_121, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_213 = fragment_unnamed_202 + fragment_unnamed_208.x; precise float fragment_unnamed_214 = fragment_unnamed_203 + fragment_unnamed_208.y; precise float fragment_unnamed_215 = fragment_unnamed_204 + fragment_unnamed_208.z; float4 fragment_unnamed_219 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_137, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_137, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); float4 fragment_unnamed_227 = _BlitTexture.SampleBias(S0, float3(mad(fragment_unnamed_122, fragment_unnamed_94, fragment_input_1.x), mad(fragment_unnamed_122, fragment_unnamed_95, fragment_input_1.y), fragment_unnamed_73), fragment_uniform_buffer_0[4u].x); precise float fragment_unnamed_232 = fragment_unnamed_213 + fragment_unnamed_219.x; precise float fragment_unnamed_233 = fragment_unnamed_214 + fragment_unnamed_219.y; precise float fragment_unnamed_234 = fragment_unnamed_215 + fragment_unnamed_219.z; precise float fragment_unnamed_235 = fragment_unnamed_227.x + fragment_unnamed_232; precise float fragment_unnamed_236 = fragment_unnamed_227.y + fragment_unnamed_233; precise float fragment_unnamed_237 = fragment_unnamed_227.z + fragment_unnamed_234; precise float fragment_unnamed_238 = fragment_unnamed_235 * 0.125f; precise float fragment_unnamed_239 = fragment_unnamed_236 * 0.125f; precise float fragment_unnamed_240 = fragment_unnamed_237 * 0.125f; fragment_output_0.x = fragment_unnamed_238; fragment_output_0.y = fragment_unnamed_239; fragment_output_0.z = fragment_unnamed_240; fragment_output_0.w = 1.0f; } Fragment_Stage_Output frag(Fragment_Stage_Input stage_input) { fragment_uniform_buffer_0[122] = float4(_Intensity, fragment_uniform_buffer_0[122][1], fragment_uniform_buffer_0[122][2], fragment_uniform_buffer_0[122][3]); fragment_uniform_buffer_0[123] = float4(_SourceSize[0], _SourceSize[1], _SourceSize[2], _SourceSize[3]); gl_Layer = stage_input.gl_Layer; fragment_input_1 = stage_input.fragment_input_1; frag_main(); Fragment_Stage_Output stage_output; stage_output.fragment_output_0 = fragment_output_0; return stage_output; } #endif // STEREO_INSTANCING_ON ENDHLSL } } }