Repository: chrisloop/URP2020ToonShader Branch: main Commit: 95b87a458f44 Files: 80 Total size: 482.7 KB Directory structure: gitextract_4vpl7mc9/ ├── .gitignore ├── Assets/ │ ├── Graphics/ │ │ ├── Animation/ │ │ │ ├── Cam Anim.anim │ │ │ ├── Cam Anim.anim.meta │ │ │ ├── Cam Anim.controller │ │ │ ├── Cam Anim.controller.meta │ │ │ ├── Main Camera.controller │ │ │ └── Main Camera.controller.meta │ │ ├── Animation.meta │ │ ├── Materials/ │ │ │ ├── Toon Blue.mat │ │ │ ├── Toon Blue.mat.meta │ │ │ ├── Toon Green.mat │ │ │ ├── Toon Green.mat.meta │ │ │ ├── Toon Yellow.mat │ │ │ └── Toon Yellow.mat.meta │ │ ├── Materials.meta │ │ ├── Render Features/ │ │ │ ├── Blit.cs │ │ │ ├── Blit.cs.meta │ │ │ ├── BlitPass.cs │ │ │ ├── BlitPass.cs.meta │ │ │ ├── DepthNormalsFeature.cs │ │ │ └── DepthNormalsFeature.cs.meta │ │ ├── Render Features.meta │ │ ├── Shaders/ │ │ │ ├── Custom Functions/ │ │ │ │ ├── MainLight.hlsl │ │ │ │ ├── MainLight.hlsl.meta │ │ │ │ ├── Outline.hlsl │ │ │ │ ├── Outline.hlsl.meta │ │ │ │ ├── OutlineObject.hlsl │ │ │ │ └── OutlineObject.hlsl.meta │ │ │ ├── Custom Functions.meta │ │ │ ├── LitToon.shadergraph │ │ │ ├── LitToon.shadergraph.meta │ │ │ ├── Sub Graphs/ │ │ │ │ ├── GLCoreMatrixFix.shadersubgraph │ │ │ │ ├── GLCoreMatrixFix.shadersubgraph.meta │ │ │ │ ├── Landscape Displacement.shadersubgraph │ │ │ │ ├── Landscape Displacement.shadersubgraph.meta │ │ │ │ ├── Main Light.shadersubgraph │ │ │ │ ├── Main Light.shadersubgraph.meta │ │ │ │ ├── ObjectOutline.shadersubgraph │ │ │ │ ├── ObjectOutline.shadersubgraph.meta │ │ │ │ ├── Shadows.shadersubgraph │ │ │ │ ├── Shadows.shadersubgraph.meta │ │ │ │ ├── WorldPositionFromDepth.shadersubgraph │ │ │ │ └── WorldPositionFromDepth.shadersubgraph.meta │ │ │ └── Sub Graphs.meta │ │ └── Shaders.meta │ ├── Graphics.meta │ ├── SampleScene/ │ │ ├── Global Volume Profile.asset │ │ └── Global Volume Profile.asset.meta │ ├── SampleScene.meta │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── UniversalRenderPipelineAsset.asset │ ├── UniversalRenderPipelineAsset.asset.meta │ ├── UniversalRenderPipelineAsset_Renderer.asset │ └── UniversalRenderPipelineAsset_Renderer.asset.meta ├── Packages/ │ ├── manifest.json │ └── packages-lock.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── URPProjectSettings.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ ├── VersionControlSettings.asset │ └── XRSettings.asset ├── README.md └── UserSettings/ └── EditorUserSettings.asset ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # This .gitignore file should be placed at the root of your Unity project directory # # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ /[Mm]emoryCaptures/ /URPEmpty # Asset meta data should only be ignored when the corresponding asset is also ignored !/[Aa]ssets/**/*.meta # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* # Autogenerated Jetbrains Rider plugin /[Aa]ssets/Plugins/Editor/JetBrains* # Visual Studio cache directory .vs/ # Gradle cache directory .gradle/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.mdb *.opendb *.VC.db # Unity3D generated meta files *.pidb.meta *.pdb.meta *.mdb.meta # Unity3D generated file on crash reports sysinfo.txt # Builds *.apk *.unitypackage # Crashlytics generated file crashlytics-build.properties ================================================ FILE: Assets/Graphics/Animation/Cam Anim.anim ================================================ %YAML 1.1 %TAG !u! 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RenderTargetHandle.CameraTarget : m_RenderTextureHandle; if (settings.blitMaterial == null) { Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name); return; } blitPass.Setup(src, dest); renderer.EnqueuePass(blitPass); } } } ================================================ FILE: Assets/Graphics/Render Features/Blit.cs.meta ================================================ fileFormatVersion: 2 guid: c32808be17e23104a9264df44adfb167 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Render Features/BlitPass.cs ================================================ using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; namespace UnityEngine.Experiemntal.Rendering.Universal { /// /// Copy the given color buffer to the given destination color buffer. /// /// You can use this pass to copy a color buffer to the destination, /// so you can use it later in rendering. For example, you can copy /// the opaque texture to use it for distortion effects. /// internal class BlitPass : ScriptableRenderPass { public enum RenderTarget { Color, RenderTexture, } public Material blitMaterial = null; public int blitShaderPassIndex = 0; public FilterMode filterMode { get; set; } private RenderTargetIdentifier source { get; set; } private RenderTargetHandle destination { get; set; } RenderTargetHandle m_TemporaryColorTexture; string m_ProfilerTag; /// /// Create the CopyColorPass /// public BlitPass(RenderPassEvent renderPassEvent, Material blitMaterial, int blitShaderPassIndex, string tag) { this.renderPassEvent = renderPassEvent; this.blitMaterial = blitMaterial; this.blitShaderPassIndex = blitShaderPassIndex; m_ProfilerTag = tag; m_TemporaryColorTexture.Init("_TemporaryColorTexture"); } /// /// Configure the pass with the source and destination to execute on. /// /// Source Render Target /// Destination Render Target public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination) { this.source = source; this.destination = destination; } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor; opaqueDesc.depthBufferBits = 0; // Can't read and write to same color target, create a temp render target to blit. if (destination == RenderTargetHandle.CameraTarget) { cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode); Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex); Blit(cmd, m_TemporaryColorTexture.Identifier(), source); } else { Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } /// public override void FrameCleanup(CommandBuffer cmd) { if (destination == RenderTargetHandle.CameraTarget) cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id); } } } ================================================ FILE: Assets/Graphics/Render Features/BlitPass.cs.meta ================================================ fileFormatVersion: 2 guid: 6e3a0104544035241b560938bd9d7ead MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Render Features/DepthNormalsFeature.cs ================================================ using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; public class DepthNormalsFeature : ScriptableRendererFeature { class DepthNormalsPass : ScriptableRenderPass { private RenderTargetHandle destination { get; set; } private Material depthNormalsMaterial = null; private FilteringSettings m_FilteringSettings; ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly"); public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material) { m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); this.depthNormalsMaterial = material; } public void Setup(RenderTargetHandle destination) { this.destination = destination; } // This method is called before executing the render pass. // It can be used to configure render targets and their clear state. Also to create temporary render target textures. // When empty this render pass will render to the active camera render target. // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. // The render pipeline will ensure target setup and clearing happens in an performance manner. public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { RenderTextureDescriptor descriptor = cameraTextureDescriptor; descriptor.depthBufferBits = 32; descriptor.colorFormat = RenderTextureFormat.ARGB32; cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point); ConfigureTarget(destination.Identifier()); ConfigureClear(ClearFlag.All, Color.black); } // Here you can implement the rendering logic. // Use ScriptableRenderContext to issue drawing commands or execute command buffers // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get("DepthNormals Prepass"); using (new ProfilingSample(cmd, "DepthNormals Prepass")) { context.ExecuteCommandBuffer(cmd); cmd.Clear(); var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags; var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags); drawSettings.perObjectData = PerObjectData.None; ref CameraData cameraData = ref renderingData.cameraData; Camera camera = cameraData.camera; if (cameraData.isStereoEnabled) context.StartMultiEye(camera); drawSettings.overrideMaterial = depthNormalsMaterial; context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings); cmd.SetGlobalTexture("_CameraDepthNormalsTexture", destination.id); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } /// Cleanup any allocated resources that were created during the execution of this render pass. public override void FrameCleanup(CommandBuffer cmd) { if (destination != RenderTargetHandle.CameraTarget) { cmd.ReleaseTemporaryRT(destination.id); destination = RenderTargetHandle.CameraTarget; } } } DepthNormalsPass depthNormalsPass; RenderTargetHandle depthNormalsTexture; Material depthNormalsMaterial; public override void Create() { depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture"); depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial); depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; depthNormalsTexture.Init("_CameraDepthNormalsTexture"); } // Here you can inject one or multiple render passes in the renderer. // This method is called when setting up the renderer once per-camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { depthNormalsPass.Setup(depthNormalsTexture); renderer.EnqueuePass(depthNormalsPass); } } ================================================ FILE: Assets/Graphics/Render Features/DepthNormalsFeature.cs.meta ================================================ fileFormatVersion: 2 guid: b2c112c19a3a69c4697b058198829075 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Render Features.meta ================================================ fileFormatVersion: 2 guid: 6fd6dd11e55414c79bb1c0169237c76f folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Shaders/Custom Functions/MainLight.hlsl ================================================ void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) { Direction = half3(0.5, 0.5, 0); Color = 1; DistanceAtten = 1; ShadowAtten = 1; #ifndef SHADERGRAPH_PREVIEW #if SHADOWS_SCREEN half4 clipPos = TransformWorldToHClip(WorldPos); half4 shadowCoord = ComputeScreenPos(clipPos); #else half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); #endif Light mainLight = GetMainLight(shadowCoord); Direction = mainLight.direction; Color = mainLight.color; DistanceAtten = mainLight.distanceAttenuation; #if !defined(_MAIN_LIGHT_SHADOWS) || defined(_RECEIVE_SHADOWS_OFF) ShadowAtten = 1.0h; #endif #if SHADOWS_SCREEN ShadowAtten = SampleScreenSpaceShadowmap(shadowCoord); #else ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); half shadowStrength = GetMainLightShadowStrength(); ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false); #endif #endif } ================================================ FILE: Assets/Graphics/Shaders/Custom Functions/MainLight.hlsl.meta ================================================ fileFormatVersion: 2 guid: 7a9a1a927da6f9942809c1e337fe8b53 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Shaders/Custom Functions/Outline.hlsl ================================================ TEXTURE2D(_CameraColorTexture); SAMPLER(sampler_CameraColorTexture); float4 _CameraColorTexture_TexelSize; TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); TEXTURE2D(_CameraDepthNormalsTexture); SAMPLER(sampler_CameraDepthNormalsTexture); float3 DecodeNormal(float4 enc) { float kScale = 1.7777; float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1); float g = 2.0 / dot(nn.xyz,nn.xyz); float3 n; n.xy = g*nn.xy; n.z = g-1; return n; } void Outline_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, float ColorSensitivity, float4 OutlineColor, out float4 Out, out float3 Normals, out float3 Original, out float Outlines, out float DepthNormalsOutlines, out float AlphaOutlines, out float ColorOutlines, out float SceneDepth) { float halfScaleFloor = floor(OutlineThickness * 0.5); float halfScaleCeil = ceil(OutlineThickness * 0.5); float2 Texel = (1.0) / float2(_CameraColorTexture_TexelSize.z, _CameraColorTexture_TexelSize.w); float2 uvSamples[4]; float depthSamples[4]; float3 normalSamples[4]; float4 colorSamples[4]; uvSamples[0] = UV - float2(Texel.x, Texel.y) * halfScaleFloor; uvSamples[1] = UV + float2(Texel.x, Texel.y) * halfScaleCeil; uvSamples[2] = UV + float2(Texel.x * halfScaleCeil, -Texel.y * halfScaleFloor); uvSamples[3] = UV + float2(-Texel.x * halfScaleFloor, Texel.y * halfScaleCeil); for(int i = 0; i < 4 ; i++) { depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r; normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i])); colorSamples[i] = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[i]); } // Depth float depthFiniteDifference0 = depthSamples[1] - depthSamples[0]; float depthFiniteDifference1 = depthSamples[3] - depthSamples[2]; float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; float depthThreshold = (1/DepthSensitivity) * depthSamples[0]; edgeDepth = edgeDepth > depthThreshold ? 1 : 0; // Normals float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0]; float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2]; float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0; // Alpha float4 colorFiniteDifference0 = colorSamples[1] - colorSamples[0]; float4 colorFiniteDifference1 = colorSamples[3] - colorSamples[2]; float edgeAlpha = sqrt(dot(colorFiniteDifference0.a, colorFiniteDifference0.a) + dot(colorFiniteDifference1.a, colorFiniteDifference1.a)); AlphaOutlines = edgeAlpha; // Color ignore alpha delta float edgeColor = sqrt(dot(colorFiniteDifference0.xyz, colorFiniteDifference0.xyz) + dot(colorFiniteDifference1.xyz, colorFiniteDifference1.xyz)); edgeColor = edgeColor > (1/ColorSensitivity) ? 1 : 0; ColorOutlines = edgeColor; // zero alpha on an opaque material is a flag for no outlines (stars in the skybox for example) if (colorSamples[0].a == 0 || colorSamples[1].a == 0 || colorSamples[2].a == 0 || colorSamples[3].a == 0) { ColorOutlines = 0; } DepthNormalsOutlines = max(edgeDepth, edgeNormal); float edge = max(edgeDepth, max(edgeNormal, edgeColor)); float4 original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, uvSamples[0]); Out = ((1 - edge) * original) + (edge * lerp(original, OutlineColor, OutlineColor.a)); Normals = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, UV)); Original = SAMPLE_TEXTURE2D(_CameraColorTexture, sampler_CameraColorTexture, UV); Outlines = edge; SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r; } ================================================ FILE: Assets/Graphics/Shaders/Custom Functions/Outline.hlsl.meta ================================================ fileFormatVersion: 2 guid: 93e899cced0fe2a4d86b3ccee9e78242 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Shaders/Custom Functions/OutlineObject.hlsl ================================================ TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); float4 _CameraDepthTexture_TexelSize; TEXTURE2D(_CameraDepthNormalsTexture); SAMPLER(sampler_CameraDepthNormalsTexture); float3 DecodeNormal(float4 enc) { float kScale = 1.7777; float3 nn = enc.xyz*float3(2*kScale,2*kScale,0) + float3(-kScale,-kScale,1); float g = 2.0 / dot(nn.xyz,nn.xyz); float3 n; n.xy = g*nn.xy; n.z = g-1; return n; } void OutlineObject_float(float2 UV, float OutlineThickness, float DepthSensitivity, float NormalsSensitivity, out float Outline, out float SceneDepth) { float halfScaleFloor = floor(OutlineThickness * 0.5); float halfScaleCeil = ceil(OutlineThickness * 0.5); float2 uvSamples[4]; float depthSamples[4]; float3 normalSamples[4]; uvSamples[0] = UV - float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleFloor; uvSamples[1] = UV + float2(_CameraDepthTexture_TexelSize.x, _CameraDepthTexture_TexelSize.y) * halfScaleCeil; uvSamples[2] = UV + float2(_CameraDepthTexture_TexelSize.x * halfScaleCeil, -_CameraDepthTexture_TexelSize.y * halfScaleFloor); uvSamples[3] = UV + float2(-_CameraDepthTexture_TexelSize.x * halfScaleFloor, _CameraDepthTexture_TexelSize.y * halfScaleCeil); for(int i = 0; i < 4 ; i++) { depthSamples[i] = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, uvSamples[i]).r; normalSamples[i] = DecodeNormal(SAMPLE_TEXTURE2D(_CameraDepthNormalsTexture, sampler_CameraDepthNormalsTexture, uvSamples[i])); } // Depth float depthFiniteDifference0 = depthSamples[1] - depthSamples[0]; float depthFiniteDifference1 = depthSamples[3] - depthSamples[2]; float edgeDepth = sqrt(pow(depthFiniteDifference0, 2) + pow(depthFiniteDifference1, 2)) * 100; float depthThreshold = (1/DepthSensitivity) * depthSamples[0]; edgeDepth = edgeDepth > depthThreshold ? 1 : 0; // Normals float3 normalFiniteDifference0 = normalSamples[1] - normalSamples[0]; float3 normalFiniteDifference1 = normalSamples[3] - normalSamples[2]; float edgeNormal = sqrt(dot(normalFiniteDifference0, normalFiniteDifference0) + dot(normalFiniteDifference1, normalFiniteDifference1)); edgeNormal = edgeNormal > (1/NormalsSensitivity) ? 1 : 0; float edge = max(edgeDepth, edgeNormal); Outline = edge; SceneDepth = SAMPLE_TEXTURE2D(_CameraDepthTexture, sampler_CameraDepthTexture, UV).r; } ================================================ FILE: Assets/Graphics/Shaders/Custom Functions/OutlineObject.hlsl.meta ================================================ fileFormatVersion: 2 guid: f4a9c4d5e2415b249b7249512e34f6f4 ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Shaders/Custom Functions.meta ================================================ fileFormatVersion: 2 guid: 6002d23464fe34845828eb97368c74d4 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Graphics/Shaders/LitToon.shadergraph ================================================ { 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