Shader code cleanupand bug fix.
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@@ -10,75 +10,38 @@ float4 _LightColor0; // not referenced in c# code ??
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#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl"
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// PackedVaryingsType
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// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L120
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// PackedVaryingsType
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// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L120
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PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
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{
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// VaryingsType
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// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L118
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PackedVaryingsType Vert(AttributesMesh inputMesh, AttributesPass inputPass)
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{
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// VaryingsType
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// https://github.com/Unity-Technologies/Graphics/blob/e4117c07b479adafed38237f3407a363eefb4590/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl#L118
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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varyingsType.vmesh.
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#include "HDRPToonOutlineVertMain.hlsl"
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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varyingsType.vmesh.
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#include "HDRPToonOutlineVertMain.hlsl"
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return MotionVectorVS(varyingsType, inputMesh, inputPass);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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MotionVectorPositionZBias(output);
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output.vpass.positionCS = input.vpass.positionCS;
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output.vpass.previousPositionCS = input.vpass.previousPositionCS;
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return PackVaryingsToPS(output);
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}
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#endif // TESSELLATION_ON
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return MotionVectorVS(varyingsType, inputMesh, inputPass);
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}
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#else // _WRITE_TRANSPARENT_MOTION_VECTOR
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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#include "HDRPToonOutlineVertMain.hlsl"
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PackedVaryingsType Vert(AttributesMesh inputMesh)
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{
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VaryingsType varyingsType;
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varyingsType.vmesh = VertMesh(inputMesh);
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#include "HDRPToonOutlineVertMain.hlsl"
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return PackVaryingsType(varyingsType);
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}
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#ifdef TESSELLATION_ON
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PackedVaryingsToPS VertTesselation(VaryingsToDS input)
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{
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VaryingsToPS output;
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output.vmesh = VertMeshTesselation(input.vmesh);
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return PackVaryingsToPS(output);
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}
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#endif // TESSELLATION_ON
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return PackVaryingsType(varyingsType);
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}
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#endif // _WRITE_TRANSPARENT_MOTION_VECTOR
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#ifdef TESSELLATION_ON
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/TessellationShare.hlsl"
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#endif
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#ifdef UNITY_VIRTUAL_TEXTURING
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#define VT_BUFFER_TARGET SV_Target1
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#define EXTRA_BUFFER_TARGET SV_Target2
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