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Shader "Rectangle"
{
Properties
{
Vector1_32B22128("Metallic", Float) = 1
Vector1_43FF54DB("smoothness", Float) = 1
Color_9045CB79("BacG Color", Color) = (1,0,0,0)
Color_80A71A11("TOP Color", Color) = (0,1,0.9293938,0)
[NonModifiableTextureData] [NoScaleOffset] _SampleTexture2D_244ABC75_Texture("Texture2D", 2D) = "white" {}
}

HLSLINCLUDE
#define USE_LEGACY_UNITY_MATRIX_VARIABLES
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariables.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/ShaderVariablesFunctions.hlsl"
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"

CBUFFER_START(UnityPerMaterial)
float Vector1_32B22128;
float Vector1_43FF54DB;
float4 Color_9045CB79;
float4 Color_80A71A11;
CBUFFER_END

TEXTURE2D(_SampleTexture2D_244ABC75_Texture); SAMPLER(sampler_SampleTexture2D_244ABC75_Texture); float4 _SampleTexture2D_244ABC75_Texture_TexelSize;
struct SurfaceDescriptionInputs
{
half4 uv0;
};


void Unity_Multiply_float (float A, float B, out float Out)
{
Out = A * B;
}

void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}

void Unity_Multiply_float (float4 A, float4 B, out float4 Out)
{
Out = A * B;
}

void Unity_Rectangle_float(float2 UV, float Width, float Height, out float Out)
{
float2 d = abs(UV * 2 - 1) - float2(Width, Height);
d = 1 - d / fwidth(d);
Out = saturate(min(d.x, d.y));
}

struct SurfaceDescription
{
float Out;
};

SurfaceDescription PopulateSurfaceData(SurfaceDescriptionInputs IN)
{
SurfaceDescription surface = (SurfaceDescription)0;
float _Multiply_C1945EFD_Out;
Unity_Multiply_float(_Time.y, 0.3, _Multiply_C1945EFD_Out);

float2 _Vector2_892D53D_Out = float2(_Multiply_C1945EFD_Out,-0.2);
float2 _TilingAndOffset_27CEDA68_Out;
Unity_TilingAndOffset_float(IN.uv0.xy, float2 (4.32,4.9), _Vector2_892D53D_Out, _TilingAndOffset_27CEDA68_Out);
float4 _SampleTexture2D_244ABC75_RGBA = SAMPLE_TEXTURE2D(_SampleTexture2D_244ABC75_Texture, sampler_SampleTexture2D_244ABC75_Texture, _TilingAndOffset_27CEDA68_Out);
float _SampleTexture2D_244ABC75_R = _SampleTexture2D_244ABC75_RGBA.r;
float _SampleTexture2D_244ABC75_G = _SampleTexture2D_244ABC75_RGBA.g;
float _SampleTexture2D_244ABC75_B = _SampleTexture2D_244ABC75_RGBA.b;
float _SampleTexture2D_244ABC75_A = _SampleTexture2D_244ABC75_RGBA.a;
float4 _Multiply_EF1BC041_Out;
Unity_Multiply_float(_SampleTexture2D_244ABC75_RGBA, float4(2, 2, 2, 2), _Multiply_EF1BC041_Out);

float _Rectangle_3E3B236_Out;
Unity_Rectangle_float((_Multiply_EF1BC041_Out.xy), 1, 0.1, _Rectangle_3E3B236_Out);
surface.Out = _Rectangle_3E3B236_Out;
return surface;
}

struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

GraphVertexInput PopulateVertexData(GraphVertexInput v)
{
return v;
}

ENDHLSL

SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100

Pass
{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag

struct GraphVertexOutput
{
float4 position : POSITION;
half4 uv0 : TEXCOORD;

};

GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);

GraphVertexOutput o;
float3 positionWS = TransformObjectToWorld(v.vertex);
o.position = TransformWorldToHClip(positionWS);
float4 uv0 = v.texcoord0;
o.uv0 = uv0;

return o;
}

float4 frag (GraphVertexOutput IN ) : SV_Target
{
float4 uv0 = IN.uv0;

SurfaceDescriptionInputs surfaceInput = (SurfaceDescriptionInputs)0;
surfaceInput.uv0 = uv0;

SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return half4(surf._Rectangle_3E3B236_Out, surf._Rectangle_3E3B236_Out, surf._Rectangle_3E3B236_Out, 1.0);

}
ENDHLSL
}
}
}
     
 
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