book/generated/urp-17.3.0/symbols/functions.md

URP HLSL Functions Index

Unity urp-17.3.0 URP/Core HLSL 함수 시그니처/정의 위치 모음.

URP HLSL Functions Index

  • Generated on: 2026-02-19
  • URP version: "17.3.0"
  • Core version: "17.3.0"
  • URP 소스: <URP>
  • Core 소스: <CORE>
  • Code Browser: book/generated/urp-17.3.0/code/index.md

Index

Name Return Params File Line
Accumulate void half4 samp0, float2 uv, half4 disp, inout half4 farAcc, inout half4 nearAcc <URP>/Shaders/PostProcessing/BokehDepthOfField.shader 126
ACES_to_ACEScc half half x <CORE>/ShaderLibrary/ACES.hlsl 224
ACES_to_ACEScc half3 half3 x <CORE>/ShaderLibrary/ACES.hlsl 240
ACES_to_ACEScc_fast half half x <CORE>/ShaderLibrary/ACES.hlsl 234
ACES_to_ACEScg float3 float3 x <CORE>/ShaderLibrary/ACES.hlsl 296
ACES_to_unity half3 half3 x <CORE>/ShaderLibrary/ACES.hlsl 180
ACEScc_to_ACES half half x <CORE>/ShaderLibrary/ACES.hlsl 268
ACEScc_to_ACES half3 half3 x <CORE>/ShaderLibrary/ACES.hlsl 279
ACEScg_to_ACES float3 float3 x <CORE>/ShaderLibrary/ACES.hlsl 309
ACEScg_to_Rec2020 half3 half3 x <CORE>/ShaderLibrary/ACES.hlsl 210
ACEScg_to_unity half3 half3 x <CORE>/ShaderLibrary/ACES.hlsl 204
AcesLuminance real real3 linearRgb <CORE>/ShaderLibrary/Color.hlsl 183
AcesLuminance real real4 linearRgba <CORE>/ShaderLibrary/Color.hlsl 188
AcesTonemap float3 float3 aces <CORE>/ShaderLibrary/Color.hlsl 635
ADD_FUNC_SUFFIX real4 SampleUVMapping)(TEXTURE2D_PARAM(textureName, samplerName), UVMapping uvMapping, real param <CORE>/ShaderLibrary/Sampling/SampleUVMappingInternal.hlsl 7
ADD_FUNC_SUFFIX real3 ADD_NORMAL_FUNC_SUFFIX(SampleUVMappingNormal))(TEXTURE2D_PARAM(textureName, samplerName), UVMapping uvMapping, real scale, real param <CORE>/ShaderLibrary/Sampling/SampleUVMappingNormalInternal.hlsl 1
AdditionalLightRealtimeShadow half int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowParams, ShadowSamplingData shadowSamplingData <URP>/ShaderLibrary/Shadows.hlsl 396
AdditionalLightRealtimeShadow half int lightIndex, float3 positionWS, half3 lightDirection <URP>/ShaderLibrary/Shadows.hlsl 425
AdditionalLightRealtimeShadow half int lightIndex, float3 positionWS <URP>/ShaderLibrary/Shadows.hlsl 614
AdditionalLightShadow half int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowMask, half4 occlusionProbeChannels <URP>/ShaderLibrary/Shadows.hlsl 497
AddTextureType VTPropertyWithTextureType VTProperty vtProperty, int layer0TextureType, int layer1TextureType = TEXTURETYPE_DEFAULT, int layer2TextureType = TEXTURETYPE_DEFAULT, int layer3TextureType = TEXTURETYPE_DEFAULT <CORE>/ShaderLibrary/TextureStack.hlsl 438
AdjustBestDepthOffset void inout half bestDepth, inout half bestX, inout half bestY, float2 uv, half currX, half currY <URP>/Shaders/PostProcessing/TemporalAA.hlsl 46
AdjustColorBox void inout half4 boxMin, inout half4 boxMax, inout half4 moment1, inout half4 moment2, float2 uv, half currX, half currY <URP>/Shaders/PostProcessing/TemporalAA.hlsl 156
Alpha half half albedoAlpha, half4 color, half cutoff <URP>/ShaderLibrary/SurfaceInput.hlsl 21
AlphaClip half half alpha, half cutoff <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 194
AlphaDiscard real real alpha, real cutoff, real offset = real(0.0) <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 229
AlphaModulate half3 half3 albedo, half alpha <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 256
AlphaModulateAndPremultiply half3 half3 albedo, half alpha <URP>/ShaderLibrary/Particles.hlsl 127
AlphaPremultiply half3 half3 albedo, half alpha <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 269
AngleAttenuation real real cosFwd, real lightAngleScale, real lightAngleOffset <CORE>/ShaderLibrary/CommonLighting.hlsl 112
AngleAttenuation half half3 spotDirection, half3 lightDirection, half2 spotAttenuation <URP>/ShaderLibrary/RealtimeLights.hlsl 62
AngleFromDir float float3 dir <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 30
AnyIsInf bool float2 v <CORE>/ShaderLibrary/Common.hlsl 634
AnyIsInf bool float3 v <CORE>/ShaderLibrary/Common.hlsl 639
AnyIsInf bool float4 v <CORE>/ShaderLibrary/Common.hlsl 644
AnyIsNaN bool float2 v <CORE>/ShaderLibrary/Common.hlsl 614
AnyIsNaN bool float3 v <CORE>/ShaderLibrary/Common.hlsl 619
AnyIsNaN bool float4 v <CORE>/ShaderLibrary/Common.hlsl 624
ApplyColorGrading half3 half3 input, float postExposure, TEXTURE2D_PARAM(lutTex, lutSampler), float3 lutParams, TEXTURE2D_PARAM(userLutTex, userLutSampler), float3 userLutParams, float userLutContrib, float paperWhite, float oneOverPaperWhite <URP>/Shaders/PostProcessing/Common.hlsl 113
ApplyDecal void float4 positionCS, inout half3 baseColor, inout half3 specularColor, inout half3 normalWS, inout half metallic, inout half occlusion, inout half smoothness <URP>/ShaderLibrary/DBuffer.hlsl 120
ApplyDecalToBaseColor void float4 positionCS, inout half3 baseColor <URP>/ShaderLibrary/DBuffer.hlsl 163
ApplyDecalToBaseColorAndNormal void float4 positionCS, inout half3 baseColor, inout half3 normalWS <URP>/ShaderLibrary/DBuffer.hlsl 176
ApplyDecalToSurfaceData void float4 positionCS, inout SurfaceData surfaceData, inout InputData inputData <URP>/ShaderLibrary/DBuffer.hlsl 191
ApplyDepthOffsetPositionInput void float3 V, float depthOffsetVS, float3 viewForwardDir, float4x4 viewProjMatrix, inout PositionInputs posInput <CORE>/ShaderLibrary/Common.hlsl 1494
ApplyDetailAlbedo half3 float2 detailUv, half3 albedo, half detailMask <URP>/Shaders/LitInput.hlsl 215
ApplyDetailNormal half3 float2 detailUv, half3 normalTS, half detailMask <URP>/Shaders/LitInput.hlsl 233
ApplyDithering half3 half3 input, float2 uv, TEXTURE2D_PARAM(BlueNoiseTexture, BlueNoiseSampler), float2 scale, float2 offset, float paperWhite, float oneOverPaperWhite <URP>/Shaders/PostProcessing/Common.hlsl 188
ApplyExponentialFadeFactor float float fade, bool exponential, bool multiplyBlendMode <CORE>/ShaderLibrary/VolumeRendering.hlsl 420
ApplyFXAA half3 half3 color, float2 positionNDC, int2 positionSS, float4 sourceSize, TEXTURE2D_X(inputTexture), float paperWhite, float oneOverPaperWhite <URP>/Shaders/PostProcessing/Common.hlsl 214
ApplyGrain half3 half3 input, float2 uv, TEXTURE2D_PARAM(GrainTexture, GrainSampler), float intensity, float response, float2 scale, float2 offset, float oneOverPaperWhite <URP>/Shaders/PostProcessing/Common.hlsl 169
ApplyHistoryColorLerp half4 half4 workingAccumColor, half4 workingCenterColor, float t <URP>/Shaders/PostProcessing/TemporalAA.hlsl 165
ApplyLut2D float3 TEXTURE2D_PARAM(tex, samplerTex), float3 uvw, float3 scaleOffset <CORE>/ShaderLibrary/Color.hlsl 484
ApplyLut3D float3 TEXTURE3D_PARAM(tex, samplerTex), float3 uvw, float2 scaleOffset <CORE>/ShaderLibrary/Color.hlsl 476
ApplyMotionVectorZBias void inout float4 positionCS <URP>/ShaderLibrary/MotionVectorsCommon.hlsl 9
ApplyPerPixelDisplacement void half3 viewDirTS, inout float2 uv <URP>/Shaders/LitInput.hlsl 194
ApplyPretransformRotation float4 float4 v <CORE>/ShaderLibrary/API/Vulkan.hlsl 172
ApplyShadowBias float3 float3 positionWS, float3 normalWS, float3 lightDirection <URP>/ShaderLibrary/Shadows.hlsl 533
ApplyShadowClamping float4 float4 positionCS <URP>/ShaderLibrary/Shadows.hlsl 544
ApplyShadowFade float float shadowAttenuation, float3 positionWS <URP>/ShaderLibrary/Shadows.hlsl 580
ApplyTextureType float4 float4 value, int textureType <CORE>/ShaderLibrary/TextureStack.hlsl 449
ApplyTonemap half3 half3 input <URP>/Shaders/PostProcessing/Common.hlsl 101
ApplyVignette half3 half3 input, float2 uv, float2 center, float intensity, float roundness, float smoothness, half3 color <URP>/Shaders/PostProcessing/Common.hlsl 91
BakedLitForwardPassFragment void Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/BakedLitForwardPass.hlsl 135
BakedLitForwardPassVertex Varyings Attributes input <URP>/Shaders/BakedLitForwardPass.hlsl 98
BakedShadow half half4 shadowMask, half4 occlusionProbeChannels, half4 shadowParams <URP>/ShaderLibrary/Shadows.hlsl 465
BakedShadow half half4 shadowMask, half4 occlusionProbeChannels <URP>/ShaderLibrary/Shadows.hlsl 620
BeckmannRoughnessToGGXRoughness real real roughnessBeckmann <CORE>/ShaderLibrary/CommonMaterial.hlsl 82
BicubicFilter void float2 fracCoord, out float2 weights[2], out float2 offsets[2] <CORE>/ShaderLibrary/Filtering.hlsl 62
BinarySearchRow uint uint j, real needle, TEXTURE2D(haystack), uint n <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 588
BiquadraticFilter void float2 fracCoord, out float2 weights[2], out float2 offsets[2] <CORE>/ShaderLibrary/Filtering.hlsl 78
BitFieldExtract uint uint data, uint offset, uint numBits <CORE>/ShaderLibrary/Common.hlsl 449
BitFieldExtractSignExtend int int data, uint offset, uint numBits <CORE>/ShaderLibrary/Common.hlsl 460
BitFieldInsert uint uint mask, uint src, uint dst <CORE>/ShaderLibrary/Common.hlsl 472
BlendNormal real3 real3 n1, real3 n2 <CORE>/ShaderLibrary/CommonMaterial.hlsl 314
BlendNormalRNM real3 real3 n1, real3 n2 <CORE>/ShaderLibrary/CommonMaterial.hlsl 305
BlendNormalWorldspaceRNM real3 real3 n1, real3 n2, real3 vtxNormal <CORE>/ShaderLibrary/CommonMaterial.hlsl 291
BlendTexture half4 TEXTURE2D_PARAM(_Texture, sampler_Texture), float2 uv, float3 blendUv <URP>/ShaderLibrary/Particles.hlsl 147
BlitScreenSpaceDigit half4 half4 originalColor, uint2 screenSpaceCoords, int digit, uint spacing, bool invertColors <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 137
Blur half4 const float2 uv, const float2 delta <URP>/ShaderLibrary/SSAO.hlsl 456
Blur half4 Varyings input, float2 dir, float premultiply <URP>/Shaders/PostProcessing/GaussianDepthOfField.shader 139
BlurSmall half const float2 uv, const float2 delta <URP>/ShaderLibrary/SSAO.hlsl 484
BoxDistanceAttenuation real real3 unL, real3 invHalfDim, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 228
BoxProjectedCubemapDirection half3 half3 reflectionWS, float3 positionWS, float4 cubemapPositionWS, float4 boxMin, float4 boxMax <URP>/ShaderLibrary/GlobalIllumination.hlsl 239
BoxProjectedCubemapDirection half3 float4 rotation, half3 reflectionWS, float3 positionWS, float4 cubemapPositionWS, float4 boxMin, float4 boxMax <URP>/ShaderLibrary/GlobalIllumination.hlsl 260
BRDFDataFromGbuffer BRDFData half4 gbuffer0, half4 gbuffer1, half4 gbuffer2 <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 77
BRDFDataToGbuffer GBufferFragOutput BRDFData brdfData, InputData inputData, half smoothness, half3 globalIllumination, half occlusion = 1.0 <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 50
BSpline2Left real2 real2 x <CORE>/ShaderLibrary/Filtering.hlsl 14
BSpline2Middle real2 real2 x <CORE>/ShaderLibrary/Filtering.hlsl 19
BSpline2Right real2 real2 x <CORE>/ShaderLibrary/Filtering.hlsl 24
BSpline3Leftmost real2 real2 x <CORE>/ShaderLibrary/Filtering.hlsl 39
BSpline3MiddleLeft real2 real2 x <CORE>/ShaderLibrary/Filtering.hlsl 44
BSpline3MiddleRight real2 real2 x <CORE>/ShaderLibrary/Filtering.hlsl 49
BSpline3Rightmost real2 real2 x <CORE>/ShaderLibrary/Filtering.hlsl 54
bt1886_r half half L, half gamma, half Lw, half Lb <CORE>/ShaderLibrary/ACES.hlsl 760
BT2390EETF float float x, float minLimit, float maxLimit <CORE>/ShaderLibrary/HDROutput.hlsl 595
Build void float2 v0, float2 v1 <CORE>/ShaderLibrary/Coverage.hlsl 218
BuildFlipped void float2 v0, float2 v1, out bool outFlipX, out bool outFlipAxis, out bool outIsRightHand, out bool outValid <CORE>/ShaderLibrary/Coverage.hlsl 230
BuildQuadMask uint uint incrementMask <CORE>/ShaderLibrary/Coverage.hlsl 138
BuildTangentToWorld float3x3 float4 tangentWS, float3 normalWS <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 111
CalcAswNdcMotionVectorFromCsPositions float3 float4 posCS, float4 prevPosCS <URP>/ShaderLibrary/MotionVectorsCommon.hlsl 59
CalcMSLE float float3 a, float3 b <CORE>/ShaderLibrary/BC6H.hlsl 5
CalcNdcMotionVectorFromCsPositions float2 float4 posCS, float4 prevPosCS <URP>/ShaderLibrary/MotionVectorsCommon.hlsl 13
CalcTriTessFactorsFromEdgeTessFactors real4 real3 triVertexFactors <CORE>/ShaderLibrary/Tessellation.hlsl 57
CalculateBlinnPhong half3 Light light, InputData inputData, SurfaceData surfaceData <URP>/ShaderLibrary/Lighting.hlsl 255
CalculateColorForDebug bool in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 213
CalculateColorForDebugMaterial bool in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 155
CalculateColorForDebugMipmapStreaming bool in SurfaceData2D surfaceData, in InputData2D inputData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 76
CalculateColorForDebugMipmapStreaming bool in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 208
CalculateColorForDebugMipmapStreaming bool in uint mipCount, uint2 screenSpaceCoords, in float4 texelSize, in float2 uv, in float4 mipInfo, in float4 streamInfo, in half3 originalColor, inout half4 debugColor <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 173
CalculateColorForDebugSceneOverride bool out half4 color <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 123
CalculateDebugColorForRenderingSettings bool in SurfaceData2D surfaceData, in InputData2D inputData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 81
CalculateDebugColorLightingSettings bool inout SurfaceData2D surfaceData, inout InputData2D inputData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 94
CalculateDebugColorMaterialSettings bool in SurfaceData2D surfaceData, in InputData2D inputData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 30
CalculateDebugColorRenderingSettings bool half4 color, float2 uv, inout half4 debugColor <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 35
CalculateDebugColorValidationSettings bool in SurfaceData2D surfaceData, in InputData2D inputData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 117
CalculateDebugColorValidationSettings bool half4 color, float2 uv, inout half4 debugColor <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 141
CalculateDebugLightingComplexityColor half4 in InputData inputData, in SurfaceData surfaceData <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 252
CalculateDebugShadowCascadeColor half3 in InputData inputData <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 237
CalculateFinalColor half4 LightingData lightingData, half alpha <URP>/ShaderLibrary/Lighting.hlsl 199
CalculateFinalColor half4 LightingData lightingData, half3 albedo, half alpha, float fogCoord <URP>/ShaderLibrary/Lighting.hlsl 206
CalculateIrradianceFromReflectionProbes half3 half3 reflectVector, float3 positionWS, half perceptualRoughness, float2 normalizedScreenSpaceUV <URP>/ShaderLibrary/GlobalIllumination.hlsl 287
CalculateLightingColor half3 LightingData lightingData, half3 albedo <URP>/ShaderLibrary/Lighting.hlsl 160
CalculateProbeVolumeSqrMagnitude half float4 probeBoxMin, float4 probeBoxMax <URP>/ShaderLibrary/GlobalIllumination.hlsl 281
CalculateProbeWeight float float3 positionWS, float4 probeBoxMin, float4 probeBoxMax <URP>/ShaderLibrary/GlobalIllumination.hlsl 274
CalculateShadowMask half4 InputData inputData <URP>/ShaderLibrary/RealtimeLights.hlsl 284
CalculateShadowValue float2 float shadowType <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 43
CalculateValidationAlbedo bool half3 albedo, out half4 color <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 85
CalculateValidationColorForDebug bool in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 116
CalculateValidationMetallic bool half3 albedo, half metallic, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 97
CameraFade half float near, float far, float4 projection <URP>/ShaderLibrary/Particles.hlsl 121
CanDebugOverrideOutputColor bool inout SurfaceData2D surfaceData, inout InputData2D inputData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 132
CanDebugOverrideOutputColor bool inout InputData inputData, inout SurfaceData surfaceData, inout BRDFData brdfData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 289
CanDebugOverrideOutputColor bool inout InputData inputData, inout SurfaceData surfaceData, inout half4 debugColor <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 340
CanDebugOverrideOutputColor bool half4 color, float2 uv, inout half4 debugColor <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 208
CapsuleWindowing real real3 center, real3 xAxis, real halfLength, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 145
center_hue half half hue, half centerH <CORE>/ShaderLibrary/ACES.hlsl 373
CharlieL real real x, real r <CORE>/ShaderLibrary/BSDF.hlsl 587
CircleSDF float float2 position, float radius <CORE>/ShaderLibrary/SDF2D.hlsl 6
ClampAndScaleUV float2 float2 UV, float2 texelSize, float numberOfTexels, float2 scale <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 17
ClampAndScaleUV float2 float2 UV, float2 texelSize, float numberOfTexels <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 23
ClampAndScaleUVForBilinear float2 float2 UV, float2 texelSize <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 39
ClampAndScaleUVForBilinear float2 float2 UV <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 45
ClampAndScaleUVForPoint float2 float2 UV <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 50
ClampNdotV real real NdotV <CORE>/ShaderLibrary/CommonLighting.hlsl 442
ClampPerceptualRoughnessForRaytracing real real perceptualRoughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 118
ClampRoughnessForAnalyticalLights real real roughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 107
ClampRoughnessForRaytracing real real roughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 114
ClampUV float2 float2 UV, float2 texelSize, float numberOfTexels, float2 scale <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 6
ClampUV float2 float2 UV, float2 texelSize, float numberOfTexels <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 12
ClampUVForBilinear float2 float2 UV, float2 texelSize <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 29
ClampUVForBilinear float2 float2 UV <CORE>/ShaderLibrary/DynamicScalingClamping.hlsl 34
ClampVelocity half2 half2 velocity, half maxVelocity <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 55
ClearBit void inout uint data, uint offset <CORE>/ShaderLibrary/Common.hlsl 488
ClipHoles void float2 uv <URP>/Shaders/Terrain/TerrainLitInput.hlsl 94
ClipToAABBCenter half4 half4 history, half4 minimum, half4 maximum <URP>/Shaders/PostProcessing/TemporalAA.hlsl 233
ClosestPointLine float3 float3 a, float3 b, float3 c <CORE>/ShaderLibrary/MostRepresentativePoint.hlsl 62
ClosestPointRectangle float3 float3 positionWS, float3 planeOrigin, float3 left, float3 up, float halfWidth, float halfHeight <CORE>/ShaderLibrary/MostRepresentativePoint.hlsl 46
ClosestPointSegment float3 float3 a, float3 b, float3 c <CORE>/ShaderLibrary/MostRepresentativePoint.hlsl 69
ClusterInit ClusterIterator float2 normalizedScreenSpaceUV, float3 positionWS, int headerIndex <URP>/ShaderLibrary/Clustering.hlsl 26
ClusterNext bool inout ClusterIterator it, out uint entityIndex <URP>/ShaderLibrary/Clustering.hlsl 113
CoatRefract real3 real3 X, real3 N, real ieta <CORE>/ShaderLibrary/BSDF.hlsl 179
ColorFragment half4 Varyings i <URP>/Shaders/2D/RenderAs2D-Flattening.shader 69
ColorGrade float3 float3 colorLutSpace <URP>/Shaders/PostProcessing/LutBuilderHdr.shader 71
ColorVertex Varyings Attributes v <URP>/Shaders/2D/RenderAs2D-Flattening.shader 55
CombinedShapeLightShared half4 in SurfaceData2D surfaceData, in InputData2D inputData <URP>/Shaders/2D/Include/CombinedShapeLightShared.hlsl 10
CommonLitFragment half4 Varyings input, half4 color <URP>/Shaders/2D/Include/Lit2DCommon.hlsl 32
CommonLitVertex Varyings Attributes input <URP>/Shaders/2D/Include/Lit2DCommon.hlsl 16
CommonNormalsFragment half4 Varyings input, half4 color <URP>/Shaders/2D/Include/Normals2DCommon.hlsl 27
CommonNormalsVertex Varyings Attributes input <URP>/Shaders/2D/Include/Normals2DCommon.hlsl 13
CommonUnlitFragment half4 Varyings input, half4 color <URP>/Shaders/2D/Include/2DCommon.hlsl 22
CommonUnlitVertex Varyings Attributes input <URP>/Shaders/2D/Include/2DCommon.hlsl 8
Compact1By1 uint uint x <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 30
Compact1By2 uint uint x <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 42
CompareNormal half half3 d1, half3 d2 <URP>/ShaderLibrary/SSAO.hlsl 168
CompositeOver real4 real4 front, real4 back <CORE>/ShaderLibrary/Common.hlsl 1299
CompositeOver void real3 colorFront, real3 alphaFront, real3 colorBack, real3 alphaBack, out real3 color, out real3 alpha <CORE>/ShaderLibrary/Common.hlsl 1304
ComputeCascadeIndex half float3 positionWS <URP>/ShaderLibrary/Shadows.hlsl 342
ComputeClipSpacePosition float4 float2 positionNDC, float deviceDepth <CORE>/ShaderLibrary/Common.hlsl 1325
ComputeClipSpacePosition float4 float3 position, float4x4 clipSpaceTransform = k_identity4x4 <CORE>/ShaderLibrary/Common.hlsl 1344
ComputeCubemapTexelSolidAngle real real3 L, real texelArea <CORE>/ShaderLibrary/CommonLighting.hlsl 39
ComputeCubemapTexelSolidAngle real real2 uv <CORE>/ShaderLibrary/CommonLighting.hlsl 56
ComputeCubeSliceVertexPositionRWS float3 float3 cameraViewDirection, float planeDistance, int vertexId <CORE>/ShaderLibrary/VertexCubeSlicing.hlsl 31
ComputeCubeToSphereMapSqMagnitude real real3 v <CORE>/ShaderLibrary/CommonLighting.hlsl 27
ComputeDensityScales real3 real3 absorptionColor <CORE>/ShaderLibrary/SixWayLighting.hlsl 6
ComputeDiffuseColor float3 float3 baseColor, float metallic <CORE>/ShaderLibrary/CommonMaterial.hlsl 273
ComputeDOTSInstanceDataAddress uint uint metadata, uint stride <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 355
ComputeDOTSInstanceDataAddressOverridden uint uint metadata, uint stride <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 368
ComputeDOTSInstanceOffset uint uint instanceIndex, uint stride <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 350
ComputeEdgeFactor real3 real3 V1, real3 V2 <CORE>/ShaderLibrary/AreaLighting.hlsl 96
ComputeEV100 float float aperture, float shutterSpeed, float ISO <CORE>/ShaderLibrary/PhysicalCamera.hlsl 12
ComputeEV100FromAvgLuminance float float avgLuminance, float calibrationConstant <CORE>/ShaderLibrary/PhysicalCamera.hlsl 24
ComputeEV100FromAvgLuminance float float avgLuminance <CORE>/ShaderLibrary/PhysicalCamera.hlsl 30
ComputeFadeMaskSeed uint2 float3 V, uint2 positionSS <URP>/Shaders/Nature/SpeedTreeUtility.hlsl 4
ComputeFogFactor real float zPositionCS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 349
ComputeFogFactorZ0ToFar real float z <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 315
ComputeFogIntensity half half fogFactor <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 355
ComputeFogIntensity float float fogFactor <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 422
ComputeFresnel0 float3 float3 baseColor, float metallic, float dielectricF0 <CORE>/ShaderLibrary/CommonMaterial.hlsl 278
ComputeGIColor half3 SixWaySurfaceData surfaceData <URP>/ShaderLibrary/SixWayLighting.hlsl 81
ComputeHeightFogMultiplier float real height, real baseHeight, real2 heightExponents <CORE>/ShaderLibrary/VolumeRendering.hlsl 128
ComputeIndex3 uint float texelPos, float endPoint0Pos, float endPoint1Pos <CORE>/ShaderLibrary/BC6H.hlsl 45
ComputeIndex4 uint float texelPos, float endPoint0Pos, float endPoint1Pos <CORE>/ShaderLibrary/BC6H.hlsl 51
ComputeISO float float aperture, float shutterSpeed, float targetEV100 <CORE>/ShaderLibrary/PhysicalCamera.hlsl 60
ComputeLightCookieUVDirectional float2 float4x4 worldToLight, float3 samplePositionWS, float4 atlasUVRect, uint2 uvWrap <URP>/ShaderLibrary/LightCookie/LightCookie.hlsl 16
ComputeLightCookieUVPoint float2 float4x4 worldToLight, float3 samplePositionWS, float4 atlasUVRect <URP>/ShaderLibrary/LightCookie/LightCookie.hlsl 53
ComputeLightCookieUVSpot float2 float4x4 worldToLightPerspective, float3 samplePositionWS, float4 atlasUVRect <URP>/ShaderLibrary/LightCookie/LightCookie.hlsl 38
ComputeLineWidthFactor float float3x3 invM, float3 ortho, float orthoSq <CORE>/ShaderLibrary/AreaLighting.hlsl 378
ComputeLuminanceAdaptation float float previousLuminance, float currentLuminance, float speedDarkToLight, float speedLightToDark, float deltaTime <CORE>/ShaderLibrary/PhysicalCamera.hlsl 66
ComputeMasks void out half4 masks[4], half4 hasMask, Varyings IN <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 360
ComputeMicroShadowing real real AO, real NdotL, real opacity <CORE>/ShaderLibrary/CommonLighting.hlsl 399
ComputeNormalizedDeviceCoordinates float2 float3 position, float4x4 clipSpaceTransform = k_identity4x4 <CORE>/ShaderLibrary/Common.hlsl 1376
ComputeNormalizedDeviceCoordinatesWithZ float3 float3 position, float4x4 clipSpaceTransform = k_identity4x4 <CORE>/ShaderLibrary/Common.hlsl 1354
ComputeScreenPos float4 float4 positionCS <URP>/ShaderLibrary/ShaderVariablesFunctions.deprecated.hlsl 9
ComputeShadowColor real3 real shadow, real3 shadowTint, real penumbraFlag <CORE>/ShaderLibrary/CommonLighting.hlsl 406
ComputeShadowColor real3 real3 shadow, real3 shadowTint, real penumbraFlag <CORE>/ShaderLibrary/CommonLighting.hlsl 422
ComputeTextureLOD float float2 uvdx, float2 uvdy, float2 scale, float bias = 0.0 <CORE>/ShaderLibrary/Common.hlsl 998
ComputeTextureLOD float float2 uv, float bias = 0.0 <CORE>/ShaderLibrary/Common.hlsl 1007
ComputeTextureLOD float float2 uv, float2 texelSize, float bias = 0.0 <CORE>/ShaderLibrary/Common.hlsl 1016
ComputeTextureLOD float float3 duvw_dx, float3 duvw_dy, float3 duvw_dz, float scale, float bias = 0.0 <CORE>/ShaderLibrary/Common.hlsl 1024
ComputeTriplanarWeights real3 real3 normal <CORE>/ShaderLibrary/CommonMaterial.hlsl 324
ComputeViewFacingNormal float3 float3 V, float3 T <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 73
ComputeViewSpacePosition float3 float2 positionNDC, float deviceDepth, float4x4 invProjMatrix <CORE>/ShaderLibrary/Common.hlsl 1381
ComputeVolumeFadeFactor float float3 coordNDC, float dist, float3 rcpPosFaceFade, float3 rcpNegFaceFade, bool invertFade, float rcpDistFadeLen, float endTimesRcpDistFadeLen, bool exponentialFalloff, bool multiplyBlendMode <CORE>/ShaderLibrary/VolumeRendering.hlsl 432
ComputeWorldSpacePosition float3 float2 positionNDC, float deviceDepth, float4x4 invViewProjMatrix <CORE>/ShaderLibrary/Common.hlsl 1390
ComputeWorldSpacePosition float3 float4 positionCS, float4x4 invViewProjMatrix <CORE>/ShaderLibrary/Common.hlsl 1397
ComputeWrappedDiffuseLighting real real NdotL, real w <CORE>/ShaderLibrary/CommonLighting.hlsl 377
ComputeWrappedNormal real3 real3 N, real3 L, real w <CORE>/ShaderLibrary/CommonLighting.hlsl 383
ComputeWrappedPowerDiffuseLighting real real NdotL, real w, real p <CORE>/ShaderLibrary/CommonLighting.hlsl 393
ConstructFloat float int m <CORE>/ShaderLibrary/Random.hlsl 44
ConstructFloat float uint m <CORE>/ShaderLibrary/Random.hlsl 55
ConvertAnisotropyToClampRoughness void real perceptualRoughness, real anisotropy, out real roughnessT, out real roughnessB <CORE>/ShaderLibrary/CommonMaterial.hlsl 155
ConvertAnisotropyToRoughness void real perceptualRoughness, real anisotropy, out real roughnessT, out real roughnessB <CORE>/ShaderLibrary/CommonMaterial.hlsl 131
ConvertEquiarealToCubemap real3 real u, real v <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 44
ConvertEV100ToExposure float float EV100, float exposureScale <CORE>/ShaderLibrary/PhysicalCamera.hlsl 42
ConvertEV100ToExposure float float EV100 <CORE>/ShaderLibrary/PhysicalCamera.hlsl 54
ConvertEvToLuminance real real ev <CORE>/ShaderLibrary/CommonLighting.hlsl 62
ConvertF0ForClearCoat15 half3 half3 f0 <URP>/ShaderLibrary/BRDF.hlsl 104
ConvertLuminanceToEv real real luminance <CORE>/ShaderLibrary/CommonLighting.hlsl 67
ConvertRoughnessTAndAnisotropyToRoughness void real roughnessT, real anisotropy, out real roughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 137
ConvertRoughnessTAndBToRoughness real real roughnessT, real roughnessB <CORE>/ShaderLibrary/CommonMaterial.hlsl 142
ConvertRoughnessToAnisotropy void real roughnessT, real roughnessB, out real anisotropy <CORE>/ShaderLibrary/CommonMaterial.hlsl 147
ConvertTangentSpaceNormalToHeightMapGradient real2 real2 normalXY, real rcpNormalZ, real scale <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 66
ConvertValueAnisotropyToValueTB void real value, real anisotropy, out real valueT, out real valueB <CORE>/ShaderLibrary/CommonMaterial.hlsl 123
ConvolveZonal void inout float sh[27], float3 zh <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 169
CopySign float float x, float s, bool ignoreNegZero = true <CORE>/ShaderLibrary/Common.hlsl 819
CopySign half half x, half s <URP>/ShaderLibrary/LODCrossFade.hlsl 10
CornetteShanksPhaseFunction real real anisotropy, real cosTheta <CORE>/ShaderLibrary/VolumeRendering.hlsl 301
CornetteShanksPhasePartAsymmetrical real real anisotropy, real cosTheta <CORE>/ShaderLibrary/VolumeRendering.hlsl 285
CornetteShanksPhasePartConstant real real anisotropy <CORE>/ShaderLibrary/VolumeRendering.hlsl 271
CornetteShanksPhasePartSymmetrical real real cosTheta <CORE>/ShaderLibrary/VolumeRendering.hlsl 279
CornetteShanksPhasePartVarying real real anisotropy, real cosTheta <CORE>/ShaderLibrary/VolumeRendering.hlsl 293
CosCriticalAngle real real eta <CORE>/ShaderLibrary/BSDF.hlsl 91
CountBits uint `` <CORE>/ShaderLibrary/Threading.hlsl 99
Create LineArea float2 v0, float2 v1 <CORE>/ShaderLibrary/Coverage.hlsl 315
CreateAmbientOcclusionFactor AmbientOcclusionFactor float2 normalizedScreenSpaceUV, half occlusion <URP>/ShaderLibrary/AmbientOcclusion.hlsl 55
CreateAmbientOcclusionFactor AmbientOcclusionFactor InputData inputData, SurfaceData surfaceData <URP>/ShaderLibrary/AmbientOcclusion.hlsl 63
CreateClearCoatBRDFData BRDFData SurfaceData surfaceData, inout BRDFData brdfData <URP>/ShaderLibrary/BRDF.hlsl 144
CreateCoverageMask uint2 in LineArea lineArea <CORE>/ShaderLibrary/Coverage.hlsl 349
CreateLightingData LightingData InputData inputData, SurfaceData surfaceData <URP>/ShaderLibrary/Lighting.hlsl 242
CreateLightingData LightingData SixWaySurfaceData surfaceData <URP>/ShaderLibrary/SixWayLighting.hlsl 26
CreateTangentToWorld real3x3 real3 normal, real3 tangent, real flipSign <CORE>/ShaderLibrary/SpaceTransforms.hlsl 228
CubeMapFaceID float float3 dir <CORE>/ShaderLibrary/Common.hlsl 587
CubemapTexelToDirection real3 real2 positionNVC, uint faceId <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 100
CubemapTexelToNVC real2 uint2 unPositionTXS, uint cubemapSize <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 53
CullFullTriangleAndEdgesFrustum bool4 float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes <CORE>/ShaderLibrary/GeometricTools.hlsl 253
CullTriangleBackFace bool float3 p0, float3 p1, float3 p2, float epsilon, float3 viewPos, float winding <CORE>/ShaderLibrary/GeometricTools.hlsl 307
CullTriangleBackFaceView bool float3 p0, float3 p1, float3 p2, float epsilon, float3 V, float winding <CORE>/ShaderLibrary/GeometricTools.hlsl 288
CullTriangleEdgesFrustum bool3 float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes <CORE>/ShaderLibrary/GeometricTools.hlsl 283
CullTriangleFrustum bool float3 p0, float3 p1, float3 p2, float epsilon, float4 frustumPlanes[6], int numPlanes <CORE>/ShaderLibrary/GeometricTools.hlsl 232
CustomTonemap real3 real3 x, real3 curve, real4 toeSegmentA, real2 toeSegmentB, real4 midSegmentA, real2 midSegmentB, real4 shoSegmentA, real2 shoSegmentB <CORE>/ShaderLibrary/Color.hlsl 605
D_Charlie real real NdotH, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 582
D_CharlieNoPI real real NdotH, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 573
D_GGX real real NdotH, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 204
D_GGXAniso real real TdotH, real BdotH, real NdotH, real roughnessT, real roughnessB <CORE>/ShaderLibrary/BSDF.hlsl 319
D_GGXAnisoNoPI real real TdotH, real BdotH, real NdotH, real roughnessT, real roughnessB <CORE>/ShaderLibrary/BSDF.hlsl 308
D_GGXNoPI real real NdotH, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 194
D_KajiyaKay real3 real3 T, real3 H, real specularExponent <CORE>/ShaderLibrary/BSDF.hlsl 644
darkSurround_to_dimSurround half3 half3 linearCV <CORE>/ShaderLibrary/ACES.hlsl 734
DecodeFromDBuffer void DBufferType0 inDBuffer0 #if defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3) , DBufferType1 inDBuffer1 #endif #if defined(_DBUFFER_MRT3) || defined(DECALS_4RT) , DBufferType2 inDBuffer2 #endif , out DecalSurfaceData surfaceData <URP>/ShaderLibrary/DBuffer.hlsl 91
DecodeHDR half3 half4 data <URP>/Shaders/PostProcessing/Bloom.shader 38
DecodeHDREnvironment real3 real4 encodedIrradiance, real4 decodeInstructions <CORE>/ShaderLibrary/EntityLighting.hlsl 194
DecodeInfiniteDepth float float z, float near <CORE>/ShaderLibrary/Common.hlsl 1294
DecodeLightmap real3 real4 encodedIlluminance, real4 decodeInstructions <CORE>/ShaderLibrary/EntityLighting.hlsl 182
DecodeLogarithmicDepth float float d, float4 encodingParams <CORE>/ShaderLibrary/Common.hlsl 1279
DecodeLogarithmicDepthGeneralized float float d, float4 decodingParams <CORE>/ShaderLibrary/Common.hlsl 1258
DecodeMorton2D uint2 uint code <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 62
DecodeMorton3D uint3 uint code <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 67
DecodeRGBM half3 half4 rgbm <CORE>/ShaderLibrary/Color.hlsl 727
DecodeVariance float float gradientW <CORE>/ShaderLibrary/CommonMaterial.hlsl 177
DeferredLightContribution half3 Light light, InputData inputData, GBufferData gBufferData <URP>/Shaders/Utils/ClusterDeferred.hlsl 51
DeferredShading half4 Varyings input <URP>/Shaders/Utils/StencilDeferred.hlsl 246
DeferredShadingClustered half4 Varyings input <URP>/Shaders/Utils/ClusterDeferred.hlsl 86
DegToRad real real deg <CORE>/ShaderLibrary/Common.hlsl 673
DeinterleaveQuad uint2 uint code <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 77
DelinearizeRGBA real4 real4 value <CORE>/ShaderLibrary/VolumeRendering.hlsl 77
DelinearizeRGBD real4 real4 value <CORE>/ShaderLibrary/VolumeRendering.hlsl 90
DepthNormalOnlyBillboardVertex GrassVertexDepthNormalOutput GrassVertexDepthNormalInput v <URP>/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl 46
DepthNormalOnlyFragment void VaryingsDepthNormal IN , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl 70
DepthNormalOnlyFragment half4 GrassVertexDepthNormalOutput input <URP>/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl 68
DepthNormalOnlyVertex VaryingsDepthNormal AttributesDepthNormal v <URP>/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl 35
DepthNormalOnlyVertex GrassVertexDepthNormalOutput GrassVertexDepthNormalInput v <URP>/Shaders/Terrain/WavingGrassDepthNormalsPass.hlsl 25
DepthNormalsFragment void Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/BakedLitDepthNormalsPass.hlsl 57
DepthNormalsFragment void Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/DepthNormalsPass.hlsl 49
DepthNormalsFragment void Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/LitDepthNormalsPass.hlsl 91
DepthNormalsFragment half4 VaryingsDepthNormalsParticle input <URP>/Shaders/Particles/ParticlesDepthNormalsPass.hlsl 48
DepthNormalsFragment void Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/SimpleLitDepthNormalsPass.hlsl 71
DepthNormalsFragment void Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/UnlitDepthNormalsPass.hlsl 48
DepthNormalsVertex Varyings Attributes input <URP>/Shaders/BakedLitDepthNormalsPass.hlsl 33
DepthNormalsVertex Varyings Attributes input <URP>/Shaders/DepthNormalsPass.hlsl 31
DepthNormalsVertex Varyings Attributes input <URP>/Shaders/LitDepthNormalsPass.hlsl 57
DepthNormalsVertex VaryingsDepthNormalsParticle AttributesDepthNormalsParticle input <URP>/Shaders/Particles/ParticlesDepthNormalsPass.hlsl 6
DepthNormalsVertex Varyings Attributes input <URP>/Shaders/SimpleLitDepthNormalsPass.hlsl 44
DepthNormalsVertex Varyings Attributes input <URP>/Shaders/UnlitDepthNormalsPass.hlsl 30
DepthOnlyBillboardVertex GrassVertexDepthOnlyOutput GrassVertexDepthOnlyInput v <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 282
DepthOnlyFragment half Varyings input <URP>/Shaders/DepthOnlyPass.hlsl 40
DepthOnlyFragment half VaryingsDepthOnlyParticle input <URP>/Shaders/Particles/ParticlesDepthOnlyPass.hlsl 33
DepthOnlyFragment half4 VaryingsLean IN <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 578
DepthOnlyFragment half4 GrassVertexDepthOnlyOutput input <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 300
DepthOnlyVertex Varyings Attributes input <URP>/Shaders/DepthOnlyPass.hlsl 26
DepthOnlyVertex VaryingsDepthOnlyParticle AttributesDepthOnlyParticle input <URP>/Shaders/Particles/ParticlesDepthOnlyPass.hlsl 6
DepthOnlyVertex VaryingsLean AttributesLean v <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 567
DepthOnlyVertex GrassVertexDepthOnlyOutput GrassVertexDepthOnlyInput v <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 265
Desaturate real3 real3 value, real saturation <CORE>/ShaderLibrary/Color.hlsl 412
DesaturateReducedICtCp float3 float3 ICtCp, float lumaPre, float maxNits <CORE>/ShaderLibrary/HDROutput.hlsl 631
DiffuseGGX real3 real3 albedo, real NdotV, real NdotL, real NdotH, real LdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 449
DiffuseGGXNoPI real3 real3 albedo, real NdotV, real NdotL, real NdotH, real LdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 436
DiffuseSphereLightIrradiance real real sinSqSigma, real cosOmega <CORE>/ShaderLibrary/AreaLighting.hlsl 11
DirectBDRF half3 BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS, bool specularHighlightsOff <URP>/ShaderLibrary/BRDF.hlsl 223
DirectBRDF half3 BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS <URP>/ShaderLibrary/BRDF.hlsl 243
DirectBRDFSpecular half BRDFData brdfData, half3 normalWS, half3 lightDirectionWS, half3 viewDirectionWS <URP>/ShaderLibrary/BRDF.hlsl 179
DirectionToLatLongCoordinate float2 float3 unDir <CORE>/ShaderLibrary/Common.hlsl 1148
DirFromAngle float3 float angle <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 38
DisneyDiffuse real real NdotV, real NdotL, real LdotV, real perceptualRoughness <CORE>/ShaderLibrary/BSDF.hlsl 429
DisneyDiffuseNoPI real real NdotV, real NdotL, real LdotV, real perceptualRoughness <CORE>/ShaderLibrary/BSDF.hlsl 410
DistanceAttenuation float float distanceSqr, half2 distanceAttenuation <URP>/ShaderLibrary/RealtimeLights.hlsl 47
DistanceFromPlane float float3 p, float4 plane <CORE>/ShaderLibrary/GeometricTools.hlsl 225
DistancePointBox float float3 position, float3 boxMin, float3 boxMax <CORE>/ShaderLibrary/GeometricTools.hlsl 212
DistanceWindowing real float distSquare, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 82
Distortion half3 float4 baseColor, float3 normal, half strength, half blend, float4 projection <URP>/ShaderLibrary/Particles.hlsl 138
DistortUV float2 float2 uv <URP>/Shaders/PostProcessing/UberPost.shader 122
DoCopy half4 Varyings input <URP>/Shaders/PostProcessing/TemporalAA.hlsl 376
DoMotionBlur half4 VaryingsCMB input, int iterations, int useMotionVectors <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 100
DoTemporalAA half4 Varyings input, int clampQuality, int motionQuality, int historyQuality, int centralFiltering <URP>/Shaders/PostProcessing/TemporalAA.hlsl 285
DOTSInstanceData_Load uint uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 391
DOTSInstanceData_Load uint uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 441
DOTSInstanceData_Load2 uint2 uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 397
DOTSInstanceData_Load2 uint2 uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 445
DOTSInstanceData_Load3 uint3 uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 408
DOTSInstanceData_Load3 uint3 uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 449
DOTSInstanceData_Load4 uint4 uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 403
DOTSInstanceData_Load4 uint4 uint address <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 453
DOTSInstanceData_Select uint uint addressOrOffset, uint4 v <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 376
DOTSInstanceData_Select2 uint2 uint addressOrOffset, uint4 v <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 385
DrawCharacter void uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction, int fontTextScaleWidth <CORE>/ShaderLibrary/Debug.hlsl 208
DrawCharacter void uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color, int direction <CORE>/ShaderLibrary/Debug.hlsl 231
DrawCharacter void uint asciiValue, float3 fontColor, uint2 currentUnormCoord, inout uint2 fixedUnormCoord, inout float3 color <CORE>/ShaderLibrary/Debug.hlsl 237
DrawLabelBarBackground void float2 texCoord, float4 screenSize, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 568
DrawLegendBackground void float2 texCoord, float4 screenSize, int numEntries, inout real3 color, out uint2 initialEntryPos <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 494
DrawLegendBar void float2 texCoord, float4 screenSize, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 529
DrawLegendEntry void uint2 unormCoord, uint stringIndex, int code, float3 entryColor, bool hatched, real3 hatchingColor, inout uint2 pos, inout real3 outputColor <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 426
DrawLegendEntry void uint2 unormCoord, uint stringIndex, int code, float3 entryColor, inout uint2 pos, inout real3 outputColor <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 471
DrawLegendEntry void uint2 unormCoord, uint stringIndex, float3 entryColor, real3 hatchingColor, inout uint2 pos, inout real3 outputColor <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 477
DrawLegendEntry void uint2 unormCoord, uint stringIndex, float3 entryColor, bool hatched, inout uint2 pos, inout real3 outputColor <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 483
DrawLegendEntry void uint2 unormCoord, uint stringIndex, float3 entryColor, inout uint2 pos, inout real3 outputColor <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 489
DrawMipCountLegend void float2 texCoord, float4 screenSize, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 618
DrawMipPriorityLegend void float2 texCoord, float4 screenSize, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 664
DrawMipRatioLegend void float2 texCoord, float4 screenSize, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 648
DrawMipRecentlyUpdatedLegend void float2 texCoord, float4 screenSize, bool perMaterial, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 685
DrawMipStreamingStatusLegend void float2 texCoord, float4 screenSize, bool needsStatusCodes, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 709
DrawMipStreamingStatusPerMaterialLegend void float2 texCoord, float4 screenSize, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 739
DrawOverdrawLegend void real2 texCoord, real maxOverdrawCount, real4 screenSize, inout real3 color <CORE>/ShaderLibrary/Debug.hlsl 370
DrawSegment float4 float2 texcoord, float2 p1, float2 p2, float thickness, float3 color <CORE>/ShaderLibrary/Debug.hlsl 458
DrawString void int stringIdx, uint2 unormCoord, float3 textColor, uint2 textLocation, bool alignRight, inout float3 outputColor <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 89
DrawString void int stringIdx, uint2 unormCoord, float3 textColor, uint2 textLocation, inout float3 outputColor <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 99
DrawTextureStreamingPerformanceLegend void float2 texCoord, float4 screenSize, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 756
DrawTwoValueLabelBar void uint2 unormCoord, float4 screenSize, uint leftStringId, uint rightStringId, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 586
DrawUniformlySpreadValues void uint2 unormCoord, float4 screenSize, uint numValues, uint startValue, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 598
DV_SmithJointGGX real real NdotH, real NdotL, real NdotV, real roughness, real partLambdaV <CORE>/ShaderLibrary/BSDF.hlsl 256
DV_SmithJointGGX real real NdotH, real NdotL, real NdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 273
DV_SmithJointGGXAniso real real TdotH, real BdotH, real NdotH, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB, real partLambdaV <CORE>/ShaderLibrary/BSDF.hlsl 346
DV_SmithJointGGXAniso real real TdotH, real BdotH, real NdotH, real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB <CORE>/ShaderLibrary/BSDF.hlsl 366
DynamicScalingApplyScaleBias float2 float2 xy, float4 dynamicScalingScaleBias <CORE>/ShaderLibrary/DynamicScaling.hlsl 4
DynamicScalingRemoveScaleBias float2 float2 xy, float4 dynamicScalingScaleBias <CORE>/ShaderLibrary/DynamicScaling.hlsl 9
EllipseSDF float float2 position, float2 r <CORE>/ShaderLibrary/SDF2D.hlsl 17
EllipsoidalDistanceAttenuation real real3 unL, real3 axis, real invAspectRatio, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 195
EllipsoidalDistanceAttenuation real real3 unL, real3 invHalfDim, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 213
EncodeAO half half x <URP>/ShaderLibrary/SSAO.hlsl 159
EncodeHDR half4 half3 color <URP>/Shaders/PostProcessing/Bloom.shader 29
EncodeInfiniteDepth float float depth, float near <CORE>/ShaderLibrary/Common.hlsl 1288
EncodeIntoDBuffer void DecalSurfaceData surfaceData , out DBufferType0 outDBuffer0 #if defined(_DBUFFER_MRT2) || defined(_DBUFFER_MRT3) , out DBufferType1 outDBuffer1 #endif #if defined(_DBUFFER_MRT3) , out DBufferType2 outDBuffer2 #endif <URP>/ShaderLibrary/DBuffer.hlsl 72
EncodeLogarithmicDepth float float z, float4 encodingParams <CORE>/ShaderLibrary/Common.hlsl 1267
EncodeLogarithmicDepthGeneralized float float z, float4 encodingParams <CORE>/ShaderLibrary/Common.hlsl 1244
EncodeMeshRenderingLayer uint `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 612
EncodeMode11 void inout uint4 block, inout float blockMSLE, float3 texels[ 16 ] <CORE>/ShaderLibrary/BC6H.hlsl 74
EncodeMorton2D uint uint2 coord <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 52
EncodeMorton3D uint uint3 coord <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 57
EncodeRGBM half4 half3 color <CORE>/ShaderLibrary/Color.hlsl 719
EnvironmentBRDF half3 BRDFData brdfData, half3 indirectDiffuse, half3 indirectSpecular, half fresnelTerm <URP>/ShaderLibrary/BRDF.hlsl 163
EnvironmentBRDFClearCoat half3 BRDFData brdfData, half clearCoatMask, half3 indirectSpecular, half fresnelTerm <URP>/ShaderLibrary/BRDF.hlsl 171
EnvironmentBRDFSpecular half3 BRDFData brdfData, half fresnelTerm <URP>/ShaderLibrary/BRDF.hlsl 157
Eps_float float `` <CORE>/ShaderLibrary/Common.hlsl 800
Eps_half half `` <CORE>/ShaderLibrary/Common.hlsl 803
Eval float float xval <CORE>/ShaderLibrary/Coverage.hlsl 259
Eval4 float4 float4 xvals <CORE>/ShaderLibrary/Coverage.hlsl 265
EvalCustomCurve real real x, real3 curve, real4 toeSegmentA, real2 toeSegmentB, real4 midSegmentA, real2 midSegmentB, real4 shoSegmentA, real2 shoSegmentB <CORE>/ShaderLibrary/Color.hlsl 580
EvalCustomSegment real real x, real4 segmentA, real2 segmentB <CORE>/ShaderLibrary/Color.hlsl 566
EvalIridescence real3 real eta_1, real cosTheta1, real iridescenceThickness, real3 baseLayerFresnel0, real iorOverBaseLayer = 0.0 <CORE>/ShaderLibrary/BSDF.hlsl 479
EvalSensitivity real3 real opd, real shift <CORE>/ShaderLibrary/BSDF.hlsl 461
EvaluateAmbientProbe real3 real3 normalWS <CORE>/ShaderLibrary/AmbientProbe.hlsl 45
EvaluateAmbientProbeL0 real3 `` <CORE>/ShaderLibrary/AmbientProbe.hlsl 87
EvaluateAmbientProbeL1 real3 real3 normalWS <CORE>/ShaderLibrary/AmbientProbe.hlsl 74
EvaluateAmbientProbeSRGB real3 real3 normalWS <CORE>/ShaderLibrary/AmbientProbe.hlsl 60
EvaluateCurve float TEXTURE2D(curve), float t <URP>/Shaders/PostProcessing/LutBuilderHdr.shader 50
EvaluateCurve half TEXTURE2D(curve), float t <URP>/Shaders/PostProcessing/LutBuilderLdr.shader 35
ExtinctionFromMeanFreePath float float meanFreePath <CORE>/ShaderLibrary/VolumeRendering.hlsl 450
F_FresnelConductor real3 real3 eta, real3 etak2, real cosTheta <CORE>/ShaderLibrary/BSDF.hlsl 115
F_FresnelDielectric real real ior, real u <CORE>/ShaderLibrary/BSDF.hlsl 104
F_Schlick real real f0, real f90, real u <CORE>/ShaderLibrary/BSDF.hlsl 32
F_Schlick real real f0, real u <CORE>/ShaderLibrary/BSDF.hlsl 40
F_Schlick real3 real3 f0, real f90, real u <CORE>/ShaderLibrary/BSDF.hlsl 45
F_Schlick real3 real3 f0, real u <CORE>/ShaderLibrary/BSDF.hlsl 53
F_Transm_Schlick real real f0, real f90, real u <CORE>/ShaderLibrary/BSDF.hlsl 59
F_Transm_Schlick real real f0, real u <CORE>/ShaderLibrary/BSDF.hlsl 68
F_Transm_Schlick real3 real3 f0, real f90, real u <CORE>/ShaderLibrary/BSDF.hlsl 74
F_Transm_Schlick real3 real3 f0, real u <CORE>/ShaderLibrary/BSDF.hlsl 83
FabricLambert real real roughness <CORE>/ShaderLibrary/BSDF.hlsl 623
FabricLambertNoPI real real roughness <CORE>/ShaderLibrary/BSDF.hlsl 618
FastACos real real inX <CORE>/ShaderLibrary/Common.hlsl 706
FastACosPos real real inX <CORE>/ShaderLibrary/Common.hlsl 694
FastASin real real x <CORE>/ShaderLibrary/Common.hlsl 716
FastATan real real x <CORE>/ShaderLibrary/Common.hlsl 738
FastAtan2 real real y, real x <CORE>/ShaderLibrary/Common.hlsl 744
FastATanPos real real x <CORE>/ShaderLibrary/Common.hlsl 725
FastLinearToSRGB real real c <CORE>/ShaderLibrary/Color.hlsl 145
FastLinearToSRGB real2 real2 c <CORE>/ShaderLibrary/Color.hlsl 150
FastLinearToSRGB real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 155
FastLinearToSRGB real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 160
FastLog2 uint uint x <CORE>/ShaderLibrary/Common.hlsl 750
FastSign float float s, bool ignoreNegZero = true <CORE>/ShaderLibrary/Common.hlsl 840
FastSinCos void float4 val, out float4 s, out float4 c <URP>/Shaders/Terrain/WavingGrassInput.hlsl 38
FastSRGBToLinear real real c <CORE>/ShaderLibrary/Color.hlsl 125
FastSRGBToLinear real2 real2 c <CORE>/ShaderLibrary/Color.hlsl 130
FastSRGBToLinear real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 135
FastSRGBToLinear real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 140
FastTonemap real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 434
FastTonemap real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 439
FastTonemap real3 real3 c, real w <CORE>/ShaderLibrary/Color.hlsl 444
FastTonemap real4 real4 c, real w <CORE>/ShaderLibrary/Color.hlsl 449
FastTonemapInvert real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 464
FastTonemapInvert real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 469
FastTonemapPerChannel real real c <CORE>/ShaderLibrary/Color.hlsl 424
FastTonemapPerChannel real2 real2 c <CORE>/ShaderLibrary/Color.hlsl 429
FastTonemapPerChannelInvert real real c <CORE>/ShaderLibrary/Color.hlsl 454
FastTonemapPerChannelInvert real2 real2 c <CORE>/ShaderLibrary/Color.hlsl 459
Fibonacci2d real2 uint i, uint sampleCount <CORE>/ShaderLibrary/Sampling/Fibonacci.hlsl 248
Fibonacci2dSeq real2 real fibN1, real fibN2, uint i <CORE>/ShaderLibrary/Sampling/Fibonacci.hlsl 11
FilterColor half4 float2 uv, float weights[9] <URP>/Shaders/PostProcessing/TemporalAA.hlsl 251
FinalBlur half4 Varyings input <URP>/ShaderLibrary/SSAO.hlsl 528
FindBiggestComponent uint real4 q <CORE>/ShaderLibrary/Packing.hlsl 296
FinishUnquantize float3 float3 endpoint0Unq, float3 endpoint1Unq, float weight <CORE>/ShaderLibrary/BC6H.hlsl 67
FlatAngleSegment float float3 positionWS, float3 lightP1, float3 lightP2 <CORE>/ShaderLibrary/MostRepresentativePoint.hlsl 36
FlipNibble uint uint mask, int offset <CORE>/ShaderLibrary/Coverage.hlsl 157
FlipQuadInX uint uint mask <CORE>/ShaderLibrary/Coverage.hlsl 168
for UNITY_LOOP uint i = 0; i < 4; ++i <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 449
for UNITY_LOOP int i = 0; i <= 1; ++i <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 145
for [loop] uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++ <URP>/ShaderLibrary/Lighting.hlsl 332
for [loop] uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++ <URP>/ShaderLibrary/Lighting.hlsl 430
for UNITY_LOOP uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++ <URP>/Shaders/Utils/ClusterDeferred.hlsl 175
FoveatedGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, uint2 tileCoord <CORE>/ShaderLibrary/FoveatedRendering.hlsl 114
FoveatedGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize <CORE>/ShaderLibrary/FoveatedRendering.hlsl 128
FoveatedGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float3 positionWS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 138
FoveatedGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord <CORE>/ShaderLibrary/FoveatedRendering.hlsl 152
FoveatedGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 172
FoveatedGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewMatrix, uint2 tileCoord <CORE>/ShaderLibrary/FoveatedRendering.hlsl 182
FoveatedGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewMatrix <CORE>/ShaderLibrary/FoveatedRendering.hlsl 206
FoveatedPrevFrameGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, uint2 tileCoord <CORE>/ShaderLibrary/FoveatedRendering.hlsl 121
FoveatedPrevFrameGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize <CORE>/ShaderLibrary/FoveatedRendering.hlsl 133
FoveatedPrevFrameGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float3 positionWS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 145
FoveatedPrevFrameGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord <CORE>/ShaderLibrary/FoveatedRendering.hlsl 162
FoveatedPrevFrameGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 177
FoveatedPrevFrameGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewMatrix, uint2 tileCoord <CORE>/ShaderLibrary/FoveatedRendering.hlsl 194
FoveatedPrevFrameGetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewMatrix <CORE>/ShaderLibrary/FoveatedRendering.hlsl 212
FoveatedRemapDensity float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 42
FoveatedRemapDensity float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 104
FoveatedRemapLinearToNonUniform float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 20
FoveatedRemapLinearToNonUniform float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 102
FoveatedRemapLinearToNonUniformCS float2 float2 positionCS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 87
FoveatedRemapLinearToNonUniformCS float2 float2 positionCS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 108
FoveatedRemapNonUniformToLinear float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 64
FoveatedRemapNonUniformToLinear float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 106
FoveatedRemapNonUniformToLinearCS float2 float2 positionCS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 92
FoveatedRemapNonUniformToLinearCS float2 float2 positionCS <CORE>/ShaderLibrary/FoveatedRendering.hlsl 109
FoveatedRemapPrevFrameDensity float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 53
FoveatedRemapPrevFrameDensity float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 105
FoveatedRemapPrevFrameLinearToNonUniform float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 31
FoveatedRemapPrevFrameLinearToNonUniform float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 103
FoveatedRemapPrevFrameNonUniformToLinear float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 75
FoveatedRemapPrevFrameNonUniformToLinear float2 float2 uv <CORE>/ShaderLibrary/FoveatedRendering.hlsl 107
Frag void PackedVaryingsToPS packedInput, out float4 outColor : SV_Target0 #ifdef UNITY_VIRTUAL_TEXTURING , out float4 outVTFeedback : SV_Target1 #endif , ... <CORE>/ShaderLibrary/TextureStack.hlsl 88
frag float4 Varyings input <URP>/ShaderLibrary/ObjectMotionVectors.hlsl 95
frag FragmentOutput Varyings i <URP>/Shaders/2D/Light2D.shader 228
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Projected.shader 49
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Projected.shader 97
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader 47
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader 59
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 57
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 105
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 66
frag half4 Varyings i <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 131
Frag half4 Varyings input <URP>/Shaders/BRGPicking.shader 71
Frag half4 Varyings input <URP>/Shaders/BRGPicking.shader 132
frag half4 Varyings input, out float outDepth : SV_Depth <URP>/Shaders/CameraMotionVectors.shader 58
frag half4 Varyings input <URP>/Shaders/Debug/DebugReplacement.shader 84
Frag half4 Varyings input <URP>/Shaders/Debug/HDRDebugView.shader 209
Frag half4 Varyings input <URP>/Shaders/Debug/HDRDebugView.shader 232
frag half4 Varyings input <URP>/Shaders/SpatialMappingOcclusion.shader 55
frag half4 g2f i <URP>/Shaders/SpatialMappingWireframe.shader 112
Frag GBufferFragOutput Varyings input <URP>/Shaders/Terrain/TerrainDetailLit.shader 162
Frag half4 Varyings IN <URP>/Shaders/Terrain/TerrainLitBasemapGen.shader 81
Frag half4 Varyings IN <URP>/Shaders/Terrain/TerrainLitBasemapGen.shader 161
frag float4 v2f i <URP>/Shaders/Utils/FallbackError.shader 58
frag float4 v2f i <URP>/Shaders/Utils/FallbackLoading.shader 59
Frag half4 Varyings input <URP>/Shaders/Utils/FogDeferred.hlsl 36
frag float4 v2f i <URP>/Shaders/Utils/MaterialError.shader 53
frag half4 Varyings input <URP>/Shaders/Utils/Universal2D.hlsl 32
Frag half4 Varyings input <URP>/Shaders/XR/XRMotionVector.shader 81
Frag float4 `` <URP>/Shaders/XR/XROcclusionMesh.shader 48
frag_point FragmentOutput Varyings i, PerLight2D light <URP>/Shaders/2D/Light2D.shader 184
frag_shape FragmentOutput Varyings i, PerLight2D light <URP>/Shaders/2D/Light2D.shader 150
FragBilateralAfterOpaque half4 Varyings input <URP>/Shaders/Utils/ScreenSpaceAmbientOcclusion.shader 108
FragBilinear float4 Varyings input <URP>/Shaders/XR/XRMirrorView.hlsl 48
FragBlend float4 VaryingsBlend input <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 99
FragBlitHDR float4 Varyings input, SamplerState s <URP>/Shaders/Utils/BlitHDROverlay.shader 41
FragBlur half4 Varyings input <URP>/Shaders/PostProcessing/BokehDepthOfField.shader 146
FragBlurH half4 Varyings input <URP>/Shaders/PostProcessing/Bloom.shader 120
FragBlurH half4 Varyings input <URP>/Shaders/PostProcessing/GaussianDepthOfField.shader 178
FragBlurV half4 Varyings input <URP>/Shaders/PostProcessing/Bloom.shader 144
FragBlurV half4 Varyings input <URP>/Shaders/PostProcessing/GaussianDepthOfField.shader 183
FragBoxDownsample half4 Varyings input <URP>/Shaders/Utils/Sampling.shader 27
FragCMB half4 VaryingsCMB input <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 150
FragCMB half4 VaryingsCMB input <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 164
FragCMB half4 VaryingsCMB input <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 178
FragCMB half4 VaryingsCMB input <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 192
FragCMB half4 VaryingsCMB input <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 206
FragCMB half4 VaryingsCMB input <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 220
FragCoC half Varyings input <URP>/Shaders/PostProcessing/BokehDepthOfField.shader 32
FragCoC half Varyings input <URP>/Shaders/PostProcessing/GaussianDepthOfField.shader 64
FragComposite half4 Varyings input <URP>/Shaders/PostProcessing/BokehDepthOfField.shader 194
FragComposite half4 Varyings input <URP>/Shaders/PostProcessing/GaussianDepthOfField.shader 188
FragDualDownsample half4 Varyings input <URP>/Shaders/PostProcessing/Bloom.shader 204
FragDualUpsample half4 Varyings input <URP>/Shaders/PostProcessing/Bloom.shader 221
FragEASU half4 Varyings input <URP>/Shaders/PostProcessing/EdgeAdaptiveSpatialUpsampling.shader 16
FragEdge float4 VaryingsEdge input <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 65
FragFinalPost half4 Varyings input <URP>/Shaders/PostProcessing/FinalPost.shader 61
FragGaussianAfterOpaque half4 Varyings input <URP>/Shaders/Utils/ScreenSpaceAmbientOcclusion.shader 165
FragKawase half4 Varyings input <URP>/Shaders/PostProcessing/Bloom.shader 184
FragKawaseAfterOpaque half4 Varyings input <URP>/Shaders/Utils/ScreenSpaceAmbientOcclusion.shader 209
FragLutBuilderHdr float4 Varyings input <URP>/Shaders/PostProcessing/LutBuilderHdr.shader 223
FragLutBuilderLdr half4 Varyings input <URP>/Shaders/PostProcessing/LutBuilderLdr.shader 41
Fragment half4 Varyings input <URP>/Shaders/Utils/Blit.shader 29
Fragment half4 Varyings input <URP>/Shaders/Utils/ScreenSpaceShadows.shader 19
FragmentURPBlit half4 Varyings input, SamplerState blitsampler <URP>/Shaders/Utils/CoreBlit.shader 17
FragmentURPBlitBilinearSampler half4 Varyings input <URP>/Shaders/Utils/BlitHDROverlay.shader 88
FragmentURPBlitBilinearSampler half4 Varyings input <URP>/Shaders/Utils/CoreBlit.shader 339
FragmentURPBlitHDR half4 Varyings input, SamplerState blitsampler <URP>/Shaders/Utils/BlitHDROverlay.shader 56
FragmentURPBlitPointSampler half4 Varyings input <URP>/Shaders/Utils/BlitHDROverlay.shader 106
FragmentURPBlitPointSampler half4 Varyings input <URP>/Shaders/Utils/CoreBlit.shader 358
FragNeighbor float4 VaryingsNeighbor input <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 132
FragPaniniProjection half4 Varyings input <URP>/Shaders/PostProcessing/PaniniProjection.shader 95
fragParticleSceneClip void VaryingsParticle input <URP>/Shaders/Particles/ParticlesEditorPass.hlsl 39
fragParticleSceneHighlight half4 VaryingsParticle input <URP>/Shaders/Particles/ParticlesEditorPass.hlsl 60
fragParticleScenePicking half4 VaryingsParticle input <URP>/Shaders/Particles/ParticlesEditorPass.hlsl 66
fragParticleUnlit half4 VaryingsParticle input <URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl 138
FragPostBlur half4 Varyings input <URP>/Shaders/PostProcessing/BokehDepthOfField.shader 179
FragPrefilter half4 Varyings input <URP>/Shaders/PostProcessing/Bloom.shader 67
FragPrefilter half4 Varyings input <URP>/Shaders/PostProcessing/BokehDepthOfField.shader 47
FragPrefilter PrefilterOutput Varyings input <URP>/Shaders/PostProcessing/GaussianDepthOfField.shader 81
FragScalingSetup half4 Varyings input <URP>/Shaders/PostProcessing/ScalingSetup.shader 23
FragSSAOOnly half4 Varyings input <URP>/Shaders/Utils/StencilDeferred.hlsl 335
FragStopNaN half4 Varyings input <URP>/Shaders/PostProcessing/StopNaN.shader 11
FragUberPost half4 Varyings input <URP>/Shaders/PostProcessing/UberPost.shader 149
FragUpsample half4 Varyings input <URP>/Shaders/PostProcessing/Bloom.shader 177
FragWhite half4 Varyings input <URP>/Shaders/Utils/StencilDeferred.hlsl 94
FryHuePreserving float3 float3 input, float minNits, float maxNits, float hueShift, int mode <CORE>/ShaderLibrary/HDROutput.hlsl 688
FunctionName float float Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 55
FunctionName uint uint Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 56
FunctionName int int Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 57
FunctionName float float Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 60
FunctionName float2 float2 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 61
FunctionName float3 float3 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 62
FunctionName float4 float4 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 63
FunctionName min16float min16float Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 66
FunctionName min16float2 min16float2 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 67
FunctionName min16float3 min16float3 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 68
FunctionName min16float4 min16float4 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 69
FunctionName float float Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 70
FunctionName float2 float2 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 71
FunctionName float3 float3 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 72
FunctionName float4 float4 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 73
FunctionName min16float min16float Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 76
FunctionName min16float2 min16float2 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 77
FunctionName min16float3 min16float3 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 78
FunctionName min16float4 min16float4 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 79
FunctionName int int Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 82
FunctionName int2 int2 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 83
FunctionName int3 int3 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 84
FunctionName int4 int4 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 85
FunctionName uint uint Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 86
FunctionName uint2 uint2 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 87
FunctionName uint3 uint3 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 88
FunctionName uint4 uint4 Parameter1 <CORE>/ShaderLibrary/Macros.hlsl 89
FunctionName float float Parameter1, float Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 92
FunctionName float2 float2 Parameter1, float2 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 93
FunctionName float3 float3 Parameter1, float3 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 94
FunctionName float4 float4 Parameter1, float4 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 95
FunctionName min16float min16float Parameter1, min16float Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 98
FunctionName min16float2 min16float2 Parameter1, min16float2 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 99
FunctionName min16float3 min16float3 Parameter1, min16float3 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 100
FunctionName min16float4 min16float4 Parameter1, min16float4 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 101
FunctionName float float Parameter1, float Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 102
FunctionName float2 float2 Parameter1, float2 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 103
FunctionName float3 float3 Parameter1, float3 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 104
FunctionName float4 float4 Parameter1, float4 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 105
FunctionName min16float min16float Parameter1, min16float Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 108
FunctionName min16float2 min16float2 Parameter1, min16float2 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 109
FunctionName min16float3 min16float3 Parameter1, min16float3 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 110
FunctionName min16float4 min16float4 Parameter1, min16float4 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 111
FunctionName int int Parameter1, int Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 114
FunctionName int2 int2 Parameter1, int2 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 115
FunctionName int3 int3 Parameter1, int3 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 116
FunctionName int4 int4 Parameter1, int4 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 117
FunctionName uint uint Parameter1, uint Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 118
FunctionName uint2 uint2 Parameter1, uint2 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 119
FunctionName uint3 uint3 Parameter1, uint3 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 120
FunctionName uint4 uint4 Parameter1, uint4 Parameter2 <CORE>/ShaderLibrary/Macros.hlsl 121
FunctionName float float Parameter1, float Parameter2, float Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 124
FunctionName float2 float2 Parameter1, float2 Parameter2, float2 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 125
FunctionName float3 float3 Parameter1, float3 Parameter2, float3 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 126
FunctionName float4 float4 Parameter1, float4 Parameter2, float4 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 127
FunctionName min16float min16float Parameter1, min16float Parameter2, min16float Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 130
FunctionName min16float2 min16float2 Parameter1, min16float2 Parameter2, min16float2 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 131
FunctionName min16float3 min16float3 Parameter1, min16float3 Parameter2, min16float3 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 132
FunctionName min16float4 min16float4 Parameter1, min16float4 Parameter2, min16float4 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 133
FunctionName float float Parameter1, float Parameter2, float Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 134
FunctionName float2 float2 Parameter1, float2 Parameter2, float2 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 135
FunctionName float3 float3 Parameter1, float3 Parameter2, float3 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 136
FunctionName float4 float4 Parameter1, float4 Parameter2, float4 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 137
FunctionName min16float min16float Parameter1, min16float Parameter2, min16float Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 140
FunctionName min16float2 min16float2 Parameter1, min16float2 Parameter2, min16float2 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 141
FunctionName min16float3 min16float3 Parameter1, min16float3 Parameter2, min16float3 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 142
FunctionName min16float4 min16float4 Parameter1, min16float4 Parameter2, min16float4 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 143
FunctionName int int Parameter1, int Parameter2, int Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 146
FunctionName int2 int2 Parameter1, int2 Parameter2, int2 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 147
FunctionName int3 int3 Parameter1, int3 Parameter2, int3 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 148
FunctionName int4 int4 Parameter1, int4 Parameter2, int4 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 149
FunctionName uint uint Parameter1, uint Parameter2, uint Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 150
FunctionName uint2 uint2 Parameter1, uint2 Parameter2, uint2 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 151
FunctionName uint3 uint3 Parameter1, uint3 Parameter2, uint3 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 152
FunctionName uint4 uint4 Parameter1, uint4 Parameter2, uint4 Parameter3 <CORE>/ShaderLibrary/Macros.hlsl 153
FunctionName void inout min16float a, inout min16float b <CORE>/ShaderLibrary/Macros.hlsl 156
FunctionName void inout min16float2 a, inout min16float2 b <CORE>/ShaderLibrary/Macros.hlsl 157
FunctionName void inout min16float3 a, inout min16float3 b <CORE>/ShaderLibrary/Macros.hlsl 158
FunctionName void inout min16float4 a, inout min16float4 b <CORE>/ShaderLibrary/Macros.hlsl 159
FunctionName void inout float a, inout float b <CORE>/ShaderLibrary/Macros.hlsl 160
FunctionName void inout float2 a, inout float2 b <CORE>/ShaderLibrary/Macros.hlsl 161
FunctionName void inout float3 a, inout float3 b <CORE>/ShaderLibrary/Macros.hlsl 162
FunctionName void inout float4 a, inout float4 b <CORE>/ShaderLibrary/Macros.hlsl 163
FunctionName void inout int a, inout int b <CORE>/ShaderLibrary/Macros.hlsl 164
FunctionName void inout int2 a, inout int2 b <CORE>/ShaderLibrary/Macros.hlsl 165
FunctionName void inout int3 a, inout int3 b <CORE>/ShaderLibrary/Macros.hlsl 166
FunctionName void inout int4 a, inout int4 b <CORE>/ShaderLibrary/Macros.hlsl 167
FunctionName void inout uint a, inout uint b <CORE>/ShaderLibrary/Macros.hlsl 168
FunctionName void inout uint2 a, inout uint2 b <CORE>/ShaderLibrary/Macros.hlsl 169
FunctionName void inout uint3 a, inout uint3 b <CORE>/ShaderLibrary/Macros.hlsl 170
FunctionName void inout uint4 a, inout uint4 b <CORE>/ShaderLibrary/Macros.hlsl 171
FunctionName void inout bool a, inout bool b <CORE>/ShaderLibrary/Macros.hlsl 172
FunctionName void inout bool2 a, inout bool2 b <CORE>/ShaderLibrary/Macros.hlsl 173
FunctionName void inout bool3 a, inout bool3 b <CORE>/ShaderLibrary/Macros.hlsl 174
FunctionName void inout bool4 a, inout bool4 b <CORE>/ShaderLibrary/Macros.hlsl 175
FxaaLuma FxaaFloat FxaaFloat4 rgba <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 740
FxaaLuma FxaaFloat FxaaFloat4 rgba <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 754
FxaaPixelShader FxaaFloat4 // // Use noperspective interpolation here (turn off perspective interpolation). // {xy} = center of pixel FxaaFloat2 pos, // // Reuse the center sample as it's already available // {rgb_} = the color of the center pixel (alpha won't be used) FxaaFloat4 rgbyM, // // Used only for FXAA Console, and not used on the 360 version. // Use noperspective interpolation here (turn off perspective interpolation). // {xy__} = upper left of pixel // {__zw} = lower right of pixel FxaaFloat4 fxaaConsolePosPos, // // Input color texture. // {rgb_} = color in linear or perceptual color space // if (FXAA_GREEN_AS_LUMA == 0) // {___a} = luma in perceptual color space (not linear) FxaaTex tex, // // Only used on the optimized 360 version of FXAA Console. // For everything but 360, just use the same input here as for "tex". // For 360, same texture, just alias with a 2nd sampler. // This sampler needs to have an exponent bias of -1. FxaaTex fxaaConsole360TexExpBiasNegOne, // // Only used on the optimized 360 version of FXAA Console. // For everything but 360, just use the same input here as for "tex". // For 360, same texture, just alias with a 3nd sampler. // This sampler needs to have an exponent bias of -2. FxaaTex fxaaConsole360TexExpBiasNegTwo, // // Only used on FXAA Quality. // This must be from a constant/uniform. // {x_} = 1.0/screenWidthInPixels // {_y} = 1.0/screenHeightInPixels FxaaFloat2 fxaaQualityRcpFrame, // // Only used on FXAA Console. // This must be from a constant/uniform. // This effects sub-pixel AA quality and inversely sharpness. // Where N ranges between, // N = 0.50 (default) // N = 0.33 (sharper) // {x___} = -N/screenWidthInPixels // {_y__} = -N/screenHeightInPixels // {__z_} = N/screenWidthInPixels // {___w} = N/screenHeightInPixels FxaaFloat4 fxaaConsoleRcpFrameOpt, // // Only used on FXAA Console. // Not used on 360, but used on PS3 and PC. // This must be from a constant/uniform. // {x___} = -2.0/screenWidthInPixels // {_y__} = -2.0/screenHeightInPixels // {__z_} = 2.0/screenWidthInPixels // {___w} = 2.0/screenHeightInPixels FxaaFloat4 fxaaConsoleRcpFrameOpt2, // // Only used on FXAA Console. // Only used on 360 in place of fxaaConsoleRcpFrameOpt2. // This must be from a constant/uniform. // {x___} = 8.0/screenWidthInPixels // {_y__} = 8.0/screenHeightInPixels // {__z_} = -4.0/screenWidthInPixels // {___w} = -4.0/screenHeightInPixels FxaaFloat4 fxaaConsole360RcpFrameOpt2, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY__SUBPIX define. // It is here now to allow easier tuning. // Choose the amount of sub-pixel aliasing removal. // This can effect sharpness. // 1.00 - upper limit (softer) // 0.75 - default amount of filtering // 0.50 - lower limit (sharper, less sub-pixel aliasing removal) // 0.25 - almost off // 0.00 - completely off FxaaFloat fxaaQualitySubpix, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY__EDGE_THRESHOLD define. // It is here now to allow easier tuning. // The minimum amount of local contrast required to apply algorithm. // 0.333 - too little (faster) // 0.250 - low quality // 0.166 - default // 0.125 - high quality // 0.063 - overkill (slower) FxaaFloat fxaaQualityEdgeThreshold, // // Only used on FXAA Quality. // This used to be the FXAA_QUALITY__EDGE_THRESHOLD_MIN define. // It is here now to allow easier tuning. // Trims the algorithm from processing darks. // 0.0833 - upper limit (default, the start of visible unfiltered edges) // 0.0625 - high quality (faster) // 0.0312 - visible limit (slower) // Special notes when using FXAA_GREEN_AS_LUMA, // Likely want to set this to zero. // As colors that are mostly not-green // will appear very dark in the green channel! // Tune by looking at mostly non-green content, // then start at zero and increase until aliasing is a problem. FxaaFloat fxaaQualityEdgeThresholdMin, // // Only used on FXAA Console. // This used to be the FXAA_CONSOLE__EDGE_SHARPNESS define. // It is here now to allow easier tuning. // This does not effect PS3, as this needs to be compiled in. // Use FXAA_CONSOLE__PS3_EDGE_SHARPNESS for PS3. // Due to the PS3 being ALU bound, // there are only three safe values here: 2 and 4 and 8. // These options use the shaders ability to a free *|/ by 2|4|8. // For all other platforms can be a non-power of two. // 8.0 is sharper (default!!!) // 4.0 is softer // 2.0 is really soft (good only for vector graphics inputs) FxaaFloat fxaaConsoleEdgeSharpness, // // Only used on FXAA Console. // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD define. // It is here now to allow easier tuning. // This does not effect PS3, as this needs to be compiled in. // Use FXAA_CONSOLE__PS3_EDGE_THRESHOLD for PS3. // Due to the PS3 being ALU bound, // there are only two safe values here: 1/4 and 1/8. // These options use the shaders ability to a free *|/ by 2|4|8. // The console setting has a different mapping than the quality setting. // Other platforms can use other values. // 0.125 leaves less aliasing, but is softer (default!!!) // 0.25 leaves more aliasing, and is sharper FxaaFloat fxaaConsoleEdgeThreshold, // // Only used on FXAA Console. // This used to be the FXAA_CONSOLE__EDGE_THRESHOLD_MIN define. // It is here now to allow easier tuning. // Trims the algorithm from processing darks. // The console setting has a different mapping than the quality setting. // This only applies when FXAA_EARLY_EXIT is 1. // This does not apply to PS3, // PS3 was simplified to avoid more shader instructions. // 0.06 - faster but more aliasing in darks // 0.05 - default // 0.04 - slower and less aliasing in darks // Special notes when using FXAA_GREEN_AS_LUMA, // Likely want to set this to zero. // As colors that are mostly not-green // will appear very dark in the green channel! // Tune by looking at mostly non-green content, // then start at zero and increase until aliasing is a problem. FxaaFloat fxaaConsoleEdgeThresholdMin, // // Extra constants for 360 FXAA Console only. // Use zeros or anything else for other platforms. // These must be in physical constant registers and NOT immedates. // Immedates will result in compiler un-optimizing. // {xyzw} = float4(1.0, -1.0, 0.25, -0.25) FxaaFloat4 fxaaConsole360ConstDir, // // PaperWhite and 1/PaperWhite in nits when the input/output are in HDR range. FxaaFloat2 fxaaHDROutputPaperWhiteNits <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 774
FxaaPixelShader FxaaFloat4 // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 rgbyM, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir, FxaaFloat2 fxaaHDROutputPaperWhiteNits <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 1315
FxaaPixelShader float4 // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir, FxaaFloat2 fxaaHDROutputPaperWhiteNits <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 1440
FxaaPixelShader half4 // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir, FxaaFloat2 fxaaHDROutputPaperWhiteNits <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 1680
FxaaPixelShader half4 // See FXAA Quality FxaaPixelShader() source for docs on Inputs! FxaaFloat2 pos, FxaaFloat4 fxaaConsolePosPos, FxaaTex tex, FxaaTex fxaaConsole360TexExpBiasNegOne, FxaaTex fxaaConsole360TexExpBiasNegTwo, FxaaFloat2 fxaaQualityRcpFrame, FxaaFloat4 fxaaConsoleRcpFrameOpt, FxaaFloat4 fxaaConsoleRcpFrameOpt2, FxaaFloat4 fxaaConsole360RcpFrameOpt2, FxaaFloat fxaaQualitySubpix, FxaaFloat fxaaQualityEdgeThreshold, FxaaFloat fxaaQualityEdgeThresholdMin, FxaaFloat fxaaConsoleEdgeSharpness, FxaaFloat fxaaConsoleEdgeThreshold, FxaaFloat fxaaConsoleEdgeThresholdMin, FxaaFloat4 fxaaConsole360ConstDir, FxaaFloat2 fxaaHDROutputPaperWhiteNits <URP>/Shaders/PostProcessing/FXAA3_11.hlsl 1985
G_CookTorrance real real NdotH, real NdotV, real NdotL, real HdotV <CORE>/ShaderLibrary/BSDF.hlsl 628
G_MaskingSmithGGX real real NdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 211
Gamma20ToLinear real real c <CORE>/ShaderLibrary/Color.hlsl 15
Gamma20ToLinear real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 20
Gamma20ToLinear real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 25
Gamma22ToLinear real real c <CORE>/ShaderLibrary/Color.hlsl 46
Gamma22ToLinear real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 51
Gamma22ToLinear real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 56
GatherDiffuseGIData void float3 positionWS, float3 normalWS, float4 tangentWS, inout half4 diffuseGIData0, inout half4 diffuseGIData1, inout half4 diffuseGIData2 <URP>/ShaderLibrary/SixWayLighting.hlsl 49
GatherSample half4 half sampleNumber, half2 velocity, half invSampleCount, float2 centerUV, half randomVal, half velocitySign <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 93
GaussianBlur half half2 uv, half2 pixelOffset <URP>/ShaderLibrary/SSAO.hlsl 543
GBufferDataToBRDFData BRDFData GBufferData gBufferData <URP>/ShaderLibrary/GBufferInput.hlsl 149
GBufferDataToSurfaceData SurfaceData GBufferData gBufferData <URP>/ShaderLibrary/GBufferInput.hlsl 133
GenerateHashedRandomFloat float uint x <CORE>/ShaderLibrary/Random.hlsl 62
GenerateHashedRandomFloat float uint2 v <CORE>/ShaderLibrary/Random.hlsl 67
GenerateHashedRandomFloat float uint3 v <CORE>/ShaderLibrary/Random.hlsl 72
GenerateHashedRandomFloat float uint4 v <CORE>/ShaderLibrary/Random.hlsl 77
GenLUT void uint groupThreadIndex <CORE>/ShaderLibrary/Coverage.hlsl 189
geom void triangle v2g i[3], inout TriangleStream<g2f> triangleStream <URP>/Shaders/SpatialMappingWireframe.shader 70
GeometricNormalFiltering float float perceptualSmoothness, float3 geometricNormalWS, float screenSpaceVariance, float threshold <CORE>/ShaderLibrary/CommonMaterial.hlsl 218
GeometricNormalVariance float float3 geometricNormalWS, float screenSpaceVariance <CORE>/ShaderLibrary/CommonMaterial.hlsl 209
GetAbsolutePositionWS float3 float3 positionRWS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 54
GetAdditionalLight Light uint i, float3 positionWS <URP>/ShaderLibrary/RealtimeLights.hlsl 224
GetAdditionalLight Light uint i, float3 positionWS, half4 shadowMask <URP>/ShaderLibrary/RealtimeLights.hlsl 234
GetAdditionalLight Light uint i, InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor <URP>/ShaderLibrary/RealtimeLights.hlsl 257
GetAdditionalLightsCount int `` <URP>/ShaderLibrary/RealtimeLights.hlsl 271
GetAdditionalLightShadowFade half float3 positionWS <URP>/ShaderLibrary/Shadows.hlsl 443
GetAdditionalLightShadowParams half4 int lightIndex <URP>/ShaderLibrary/Shadows.hlsl 197
GetAdditionalLightShadowSamplingData ShadowSamplingData int index <URP>/ShaderLibrary/Shadows.hlsl 166
GetAdditionalLightShadowStrenth half int lightIndex <URP>/ShaderLibrary/Shadows.hlsl 593
GetAdditionalPerObjectLight Light int perObjectLightIndex, float3 positionWS <URP>/ShaderLibrary/RealtimeLights.hlsl 137
GetAnisotropicModifiedNormal real3 real3 grainDir, real3 N, real3 V, real anisotropy <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 81
GetBarycentricCoord float3 float2 p, float2 a, float2 b, float2 c <CORE>/ShaderLibrary/Debug.hlsl 424
GetBoundaryPoint float2 uint i <CORE>/ShaderLibrary/Coverage.hlsl 296
GetBSDFAngle void real3 V, real3 L, real NdotL, real NdotV, out real LdotV, out real NdotH, out real LdotH, out real invLenLV <CORE>/ShaderLibrary/CommonLighting.hlsl 449
GetCameraPositionWS float3 `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 54
GetCameraRelativePositionWS float3 float3 positionWS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 63
GetCameraVelocity half2 float4 uv <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 69
GetColorCodeFunction real3 real value, real4 threshold <CORE>/ShaderLibrary/Debug.hlsl 277
GetConstantBuffer GraniteTilesetConstantBuffer GraniteStreamingTextureConstantBuffer textureParamBlock <CORE>/ShaderLibrary/TextureStack.hlsl 200
GetCornetteShanksPhaseFunction void out float3 zh, float anisotropy <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 160
GetCurrentExposureMultiplier float `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 619
GetCurrentViewPosition float3 `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 70
GetDebugColor half3 uint index <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 59
GetDebugMipColor float3 float3 originalColor, float4 texelSize, float2 uv <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 164
GetDebugMipColorIncludingMipReduction float3 float3 originalColor, uint mipCount, float4 texelSize, float2 uv, float4 mipInfo <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 382
GetDebugMipCountColor float3 uint mipCount, out bool needsHatching <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 173
GetDebugMipCountHatchingColor float3 uint mipCount <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 203
GetDebugMipPriorityColor float3 float value <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 334
GetDebugMipRatioColor float3 float value <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 144
GetDebugMipRecentlyUpdatedColor float3 float value <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 355
GetDebugPerMaterialStreamingStatusColor float3 float4 streamInfo, out bool needsHatching <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 298
GetDebugStreamingMipColor float3 uint mipCount, float4 mipInfo, float4 streamInfo, out bool needsHatching <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 217
GetDebugStreamingPriorityColor float3 float4 streamInfo <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 345
GetDebugStreamingRecentlyUpdatedColor float3 float currentTime, float cooldownTime, bool perMaterial, float4 streamInfo <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 361
GetDebugStreamingStatusColor float3 float4 streamInfo, out bool needsHatching <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 265
GetDistanceBasedTessFactor real3 real3 p0, real3 p1, real3 p2, real3 cameraPosWS, real tessMinDist, real tessMaxDist <CORE>/ShaderLibrary/Tessellation.hlsl 35
GetDOTSIndirectVisibleIndex uint `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 244
GetDOTSInstanceCrossfadeSnorm8 int `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 338
GetDOTSInstanceIndex uint `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 249
GetFullScreenTriangleTexCoord float2 uint vertexID <CORE>/ShaderLibrary/Common.hlsl 1604
GetFullScreenTriangleVertexPosition float4 uint vertexID, float z = UNITY_NEAR_CLIP_VALUE <CORE>/ShaderLibrary/Common.hlsl 1613
GetGGXAnisotropicModifiedNormalAndRoughness void real3 bitangentWS, real3 tangentWS, real3 N, real3 V, real anisotropy, real perceptualRoughness, out real3 iblN, out real iblPerceptualRoughness <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 92
GetHatchedColor void uint2 screenSpaceCoords, half4 hatchingColor, inout half4 debugColor <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 159
GetHatchedColor void uint2 screenSpaceCoords, inout half4 debugColor <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 167
GetHorizonOcclusion real real3 V, real3 normalWS, real3 vertexNormal, real horizonFade <CORE>/ShaderLibrary/CommonLighting.hlsl 270
GetIBLRuntimeFilterSampleCount uint uint mipLevel <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 394
GetIESTextureCoordinate real2 real3x3 lightToWord, real3 L <CORE>/ShaderLibrary/CommonLighting.hlsl 250
GetIndexColor real3 int index <CORE>/ShaderLibrary/Debug.hlsl 39
getIorK2 real3 real3 f0, real3 n <CORE>/ShaderLibrary/BSDF.hlsl 172
GetIorN real3 real3 f0, real3 edgeTint <CORE>/ShaderLibrary/BSDF.hlsl 166
GetLeftHandedViewSpaceMatrices void out float4x4 viewMatrix, out float4x4 projMatrix <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 144
GetLightCookieAtlasUVRect float4 int lightIndex <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 49
GetLightCookieLightType int int lightIndex <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 58
GetLightCookieWorldToLightMatrix float4x4 int lightIndex <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 40
GetLinearEyeDepth float float rawDepth <URP>/ShaderLibrary/SSAO.hlsl 224
GetLinearToSRGB real3 real3 c <URP>/Shaders/PostProcessing/Common.hlsl 69
GetLinearToSRGB real4 real4 c <URP>/Shaders/PostProcessing/Common.hlsl 78
GetLocalFrame real3x3 real3 localZ <CORE>/ShaderLibrary/CommonLighting.hlsl 501
GetLocalFrame real3x3 real3 localZ, real3 localX <CORE>/ShaderLibrary/CommonLighting.hlsl 522
GetLuma float float3 color <URP>/Shaders/PostProcessing/TemporalAA.hlsl 62
GetLuminance half half3 colorLinear <URP>/Shaders/PostProcessing/Common.hlsl 42
GetLutStripValue float3 float2 uv, float4 params <CORE>/ShaderLibrary/Color.hlsl 501
GetMainLight Light `` <URP>/ShaderLibrary/RealtimeLights.hlsl 81
GetMainLight Light float4 shadowCoord <URP>/ShaderLibrary/RealtimeLights.hlsl 102
GetMainLight Light float4 shadowCoord, float3 positionWS, half4 shadowMask <URP>/ShaderLibrary/RealtimeLights.hlsl 109
GetMainLight Light InputData inputData, half4 shadowMask, AmbientOcclusionFactor aoFactor <URP>/ShaderLibrary/RealtimeLights.hlsl 122
GetMainLightShadowFade half float3 positionWS <URP>/ShaderLibrary/Shadows.hlsl 434
GetMainLightShadowParams half4 `` <URP>/ShaderLibrary/Shadows.hlsl 186
GetMainLightShadowSamplingData ShadowSamplingData `` <URP>/ShaderLibrary/Shadows.hlsl 151
GetMainLightShadowStrength half `` <URP>/ShaderLibrary/Shadows.hlsl 587
GetMeshRenderingLayer uint `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 607
GetMipCount uint TEXTURE2D_PARAM(tex, smp) <CORE>/ShaderLibrary/Common.hlsl 1043
GetMipLevelColor float3 float2 uv, float4 texelSize <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 152
GetMipMapLevel uint float2 nonNormalizedUVCoordinate <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 73
GetNormalizedScreenSpaceUV float2 float2 positionCS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 563
GetNormalizedScreenSpaceUV float2 float4 positionCS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 570
GetObjectSpaceNormalizeViewDir half3 float3 positionOS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 111
GetObjectToWorldMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 11
GetOddNegativeScale real `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 71
GetOrthoBasisViewNormal real3x3 real3 V, real3 N, real unclampedNdotV, bool testSingularity = true <CORE>/ShaderLibrary/CommonLighting.hlsl 531
GetOverdrawColor real3 real overdrawCount, real maxOverdrawCount <CORE>/ShaderLibrary/Debug.hlsl 320
GetPackedAO half half4 p <URP>/ShaderLibrary/SSAO.hlsl 154
GetPackedNormal half3 half4 p <URP>/ShaderLibrary/SSAO.hlsl 149
GetPackedVTFeedback float4 float4 feedback <CORE>/ShaderLibrary/TextureStack.hlsl 298
GetParticleColor half4 half4 color <URP>/ShaderLibrary/Particles.hlsl 172
GetParticleTexcoords void out float2 outputTexcoord, out float3 outputTexcoord2AndBlend, in float4 inputTexcoords, in float inputBlend <URP>/ShaderLibrary/Particles.hlsl 184
GetParticleTexcoords void out float2 outputTexcoord, in float2 inputTexcoord <URP>/ShaderLibrary/Particles.hlsl 232
GetPerLight2D PerLight2D float4 color <URP>/Shaders/2D/Include/LightingUtility.hlsl 169
GetPerObjectLightIndex int uint index <URP>/ShaderLibrary/RealtimeLights.hlsl 184
GetPerObjectLightIndexOffset uint `` <URP>/ShaderLibrary/RealtimeLights.hlsl 173
GetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, uint2 tileCoord <CORE>/ShaderLibrary/Common.hlsl 1422
GetPositionInput PositionInputs float2 positionSS, float2 invScreenSize <CORE>/ShaderLibrary/Common.hlsl 1439
GetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float3 positionWS <CORE>/ShaderLibrary/Common.hlsl 1446
GetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS, uint2 tileCoord <CORE>/ShaderLibrary/Common.hlsl 1456
GetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float linearDepth, float3 positionWS <CORE>/ShaderLibrary/Common.hlsl 1466
GetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewMatrix, uint2 tileCoord <CORE>/ShaderLibrary/Common.hlsl 1474
GetPositionInput PositionInputs float2 positionSS, float2 invScreenSize, float deviceDepth, float4x4 invViewProjMatrix, float4x4 viewMatrix <CORE>/ShaderLibrary/Common.hlsl 1486
GetPrevObjectToWorldMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 21
GetPrevWorldToObjectMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 26
GetProjectedRoughness float float TdotV, float BdotV, float NdotV, float roughnessT, float roughnessB <CORE>/ShaderLibrary/BSDF.hlsl 380
GetQuadOffset float2 int2 screenPos <CORE>/ShaderLibrary/Common.hlsl 522
GetQuadTexCoord float2 uint vertexID <CORE>/ShaderLibrary/Common.hlsl 1632
GetQuadVertexPosition float4 uint vertexID, float z = UNITY_NEAR_CLIP_VALUE <CORE>/ShaderLibrary/Common.hlsl 1648
GetRandomVal half half u, half sampleIndex <URP>/ShaderLibrary/SSAO.hlsl 179
GetRawDepth float float2 uv <URP>/ShaderLibrary/NormalReconstruction.hlsl 14
GetReflectionProbeCenter float3 float4 boxMin, float4 boxMax <URP>/ShaderLibrary/GlobalIllumination.hlsl 229
GetRenderingLayerMasksDebugColor float3 float4 positionCS, float3 normalWS <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 134
GetRotatedPoint float3 float3 centerPosition, float4 quaternion, float3 pointToRotate <URP>/ShaderLibrary/GlobalIllumination.hlsl 234
GetScaledScreenParams float4 `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 43
GetScreenSpaceAmbientOcclusion AmbientOcclusionFactor float2 normalizedScreenSpaceUV <URP>/ShaderLibrary/AmbientOcclusion.hlsl 25
GetScreenSpacePosition float2 float2 uv <URP>/ShaderLibrary/SSAO.hlsl 173
GetScreenSpaceTessFactor real3 real3 p0, real3 p1, real3 p2, real4x4 viewProjectionMatrix, real4 screenSize, real triangleSize <CORE>/ShaderLibrary/Tessellation.hlsl 19
GetShadowCoord float4 VertexPositionInputs vertexInput <URP>/ShaderLibrary/Shadows.hlsl 524
GetShadowFade float float3 positionWS <URP>/ShaderLibrary/Shadows.hlsl 570
GetShadowPositionHClip float4 Attributes input <URP>/Shaders/ShadowCasterPass.hlsl 33
GetShadowPosOffset real3 real NdotL, real3 normalWS, real2 invShadowMapSize <CORE>/ShaderLibrary/CommonShadow.hlsl 6
GetSixWayDiffuseContributions real3 real3 rightTopBack, real3 leftBottomFront, real4 baseColor, real3 L0, real3 diffuseGIData[3], real absorptionRange, bool alphaPremultiplied <CORE>/ShaderLibrary/SixWayLighting.hlsl 39
GetSmithJointGGXAnisoPartLambdaV real real TdotV, real BdotV, real NdotV, real roughnessT, real roughnessB <CORE>/ShaderLibrary/BSDF.hlsl 324
GetSmithJointGGXPartLambdaV real real NdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 224
GetSmithJointGGXPartLambdaVApprox real real NdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 284
GetSpecularDominantDir real3 real3 N, real3 R, real perceptualRoughness, real NdotV <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 105
GetSpecularOcclusionFromAmbientOcclusion real real NdotV, real ambientOcclusion, real roughness <CORE>/ShaderLibrary/CommonLighting.hlsl 280
GetSpecularOcclusionFromBentAO real real3 V, real3 bentNormalWS, real3 normalWS, real ambientOcclusion, real roughness <CORE>/ShaderLibrary/CommonLighting.hlsl 342
GetSpecularOcclusionFromBentAO_ConeCone real real3 V, real3 bentNormalWS, real3 normalWS, real ambientOcclusion, real roughness <CORE>/ShaderLibrary/CommonLighting.hlsl 331
GetSplineParams_ODT1000Nits SegmentedSplineParams_c9 `` <CORE>/ShaderLibrary/ACES.hlsl 601
GetSplineParams_ODT2000Nits SegmentedSplineParams_c9 `` <CORE>/ShaderLibrary/ACES.hlsl 618
GetSplineParams_ODT4000Nits SegmentedSplineParams_c9 `` <CORE>/ShaderLibrary/ACES.hlsl 635
GetSplineParams_ODT48Nits SegmentedSplineParams_c9 `` <CORE>/ShaderLibrary/ACES.hlsl 584
GetSRGBToLinear real3 real3 c <URP>/Shaders/PostProcessing/Common.hlsl 51
GetSRGBToLinear real4 real4 c <URP>/Shaders/PostProcessing/Common.hlsl 60
GetStencilLight Light float3 posWS, float2 screen_uv, half4 shadowMask, uint materialFlags <URP>/Shaders/Utils/StencilDeferred.hlsl 169
GetStencilValue uint uint2 stencilBufferVal <CORE>/ShaderLibrary/Common.hlsl 1682
GetTransformedUV float2 float2 uv <CORE>/ShaderLibrary/Texture.hlsl 34
GetTransmissionWithAbsorption real3 real transmission, real3 densityScales, real absorptionRange <CORE>/ShaderLibrary/SixWayLighting.hlsl 15
GetTransmissionWithAbsorption real3 real transmission, real4 absorptionColor, real absorptionRange, bool alphaPremultiplied <CORE>/ShaderLibrary/SixWayLighting.hlsl 21
GetTriplanarCoordinate void float3 position, out float2 uvXZ, out float2 uvXY, out float2 uvZY <CORE>/ShaderLibrary/CommonMaterial.hlsl 339
GetUpdateTimestamp float float4 streamInfo <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 137
GetVelocity half2 float2 uv <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 61
GetVelocityWithOffset half2 float2 uv, half2 depthOffsetUv <URP>/Shaders/PostProcessing/TemporalAA.hlsl 39
GetVertexNormalInputs VertexNormalInputs float3 normalOS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 22
GetVertexNormalInputs VertexNormalInputs float3 normalOS, float4 tangentOS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 31
GetVertexPositionInputs VertexPositionInputs float3 positionOS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 8
GetViewDirectionTangentSpace half3 half4 tangentWS, half3 normalWS, half3 viewDirWS <CORE>/ShaderLibrary/ParallaxMapping.hlsl 5
GetViewForwardDir float3 `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 89
GetViewReflectedNormal real3 real3 N, real3 V, out real NdotV <CORE>/ShaderLibrary/CommonLighting.hlsl 462
GetViewToHClipMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 48
GetViewToWorldMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 36
GetWave Wave `` <CORE>/ShaderLibrary/Threading.hlsl 119
GetWorldSpaceNormalizeViewDir half3 float3 positionWS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 126
GetWorldSpaceViewDir float3 float3 positionWS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 96
GetWorldToHClipMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 42
GetWorldToObjectMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 16
GetWorldToViewMatrix float4x4 `` <CORE>/ShaderLibrary/SpaceTransforms.hlsl 31
GGXRoughnessToBeckmannRoughness real real roughnessGGX <CORE>/ShaderLibrary/CommonMaterial.hlsl 93
GlobalIllumination half3 BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, half3 bakedGI, half occlusion, float3 positionWS, half3 normalWS, half3 viewDirectionWS, float2 normalizedScreenSpaceUV <URP>/ShaderLibrary/GlobalIllumination.hlsl 508
GlobalIllumination half3 BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, half3 bakedGI, half occlusion, float3 positionWS, half3 normalWS, half3 viewDirectionWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 542
GlobalIllumination half3 BRDFData brdfData, half3 bakedGI, half occlusion, float3 positionWS, half3 normalWS, half3 viewDirectionWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 551
GlobalIllumination half3 BRDFData brdfData, BRDFData brdfDataClearCoat, float clearCoatMask, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 557
GlobalIllumination half3 BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 586
GlossyEnvironmentReflection half3 half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion, float2 normalizedScreenSpaceUV <URP>/ShaderLibrary/GlobalIllumination.hlsl 420
GlossyEnvironmentReflection half3 half3 reflectVector, float3 positionWS, half perceptualRoughness, half occlusion <URP>/ShaderLibrary/GlobalIllumination.hlsl 458
GlossyEnvironmentReflection half3 half3 reflectVector, half perceptualRoughness, half occlusion <URP>/ShaderLibrary/GlobalIllumination.hlsl 464
glow_fwd half half ycIn, half glowGainIn, half glowMid <CORE>/ShaderLibrary/ACES.hlsl 391
Golden2dSeq real2 uint i, real n <CORE>/ShaderLibrary/Sampling/Fibonacci.hlsl 23
Granite_ApplyResolutionOffset GraniteTilesetConstantBuffer in GraniteTilesetConstantBuffer INtsCB, in float resolutionOffsetPow2 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 505
Granite_ApplyResolutionOffset void inout GraniteTilesetConstantBuffer tsCB, in float resolutionOffsetPow2 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 522
Granite_DebugPackedTileId64 gra_Float4 in gra_Float4 PackedTile <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 466
Granite_DitherResolveOutput void in gra_Float4 resolve, in RWTexture2D<GRA_UNORM gra_Float4> resolveTexture, in gra_Float2 screenPos, in float alpha <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 554
Granite_GetTextureDimensions gra_Float2 in GraniteStreamingTextureConstantBuffer grSTCB <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 861
Granite_MergeResolveOutputs gra_Float4 in gra_Float4 resolve0, in gra_Float4 resolve1, in gra_Float2 pixelLocation <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 541
Granite_PackTileId gra_Float4 in gra_Float4 unpackedTileID <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 548
Granite_SetMaxAnisotropy GraniteTilesetConstantBuffer in GraniteTilesetConstantBuffer INtsCB, in float maxAnisotropyLog2 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 515
Granite_SetMaxAnisotropy void inout GraniteTilesetConstantBuffer tsCB, in float maxAnisotropyLog2 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 530
Granite_Transform gra_Float2 in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 textureCoord <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 536
Granite_UnpackNormal gra_Float3 in gra_Float4 PackedNormal, float scale <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 491
Granite_UnpackNormal gra_Float3 in gra_Float4 PackedNormal <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 499
GranitePrivate_CalcMiplevelAnisotropic float in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 ddxTc, in gra_Float2 ddyTc <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 601
GranitePrivate_CalcMiplevelLinear float in GraniteTilesetConstantBuffer tsCB, in GraniteStreamingTextureConstantBuffer grSTCB, in gra_Float2 ddxTc, in gra_Float2 ddyTc <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 632
GranitePrivate_CalculateCubemapCoordinates void in gra_Float3 inputTexCoord, in gra_Float3 dVx, in gra_Float3 dVy, in GraniteStreamingTextureCubeConstantBuffer transforms, out int faceIdx, out gra_Float2 texCoord, out gra_Float2 dX, out gra_Float2 dY <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 770
GranitePrivate_CalculateCubemapCoordinates void in gra_Float3 inputTexCoord, in GraniteStreamingTextureCubeConstantBuffer transforms, out int faceIdx, out gra_Float2 texCoord, out gra_Float2 dX, out gra_Float2 dY <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 853
GranitePrivate_ClampUV gra_Float2 in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 450
GranitePrivate_DrawDebugTiles gra_Float4 in gra_Float4 sourceColor, in gra_Float2 textureCoord, in gra_Float2 numPagesOnLevel <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 731
GranitePrivate_FloatAsUint uint float value <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 421
GranitePrivate_Load gra_Float4 in GraniteTranslationTexture tex, in gra_Int3 location <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 382
GranitePrivate_MakeResolveOutput gra_Float4 in GraniteTilesetConstantBuffer tsCB, in gra_Float2 tileXY, in float level <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 746
GranitePrivate_MirrorUV gra_Float2 in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 456
GranitePrivate_PackTileId gra_Float4 in gra_Float2 tileXY, in float level, in float textureID <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 652
GranitePrivate_Pow2 float uint exponent <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 431
GranitePrivate_RepeatUV gra_Float2 in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 440
GranitePrivate_ResolverPixel gra_Float4 in GraniteTilesetConstantBuffer tsCB, in gra_Float2 inputTexCoord, in float LOD <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 755
GranitePrivate_Sample gra_Float4 in GraniteCacheTexture tex, in gra_Float2 texCoord <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 341
GranitePrivate_SampleArray gra_Float4 in GraniteCacheTexture tex, in gra_Float3 texCoord <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 308
GranitePrivate_SampleGrad gra_Float4 in GraniteCacheTexture tex, in gra_Float2 texCoord, in gra_Float2 dX, in gra_Float2 dY <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 367
GranitePrivate_SampleGradArray gra_Float4 in GraniteCacheTexture tex, in gra_Float3 texCoord, in gra_Float2 dX, in gra_Float2 dY <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 319
GranitePrivate_SampleLevel gra_Float4 in GraniteCacheTexture tex, in gra_Float2 texCoord, in float level <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 354
GranitePrivate_SampleLevel_Translation gra_Float4 in GraniteTranslationTexture tex, in gra_Float2 texCoord, in float level <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 398
GranitePrivate_SampleLevelArray gra_Float4 in GraniteCacheTexture tex, in gra_Float3 texCoord, in float level <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 330
GranitePrivate_Saturate float in float value <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 411
GranitePrivate_TranslateCoord gra_Float3 in GraniteTilesetConstantBuffer tsCB, in gra_Float2 inputTexCoord, in gra_Float4 translationData, in int layer, out gra_Float2 numPagesOnLevel <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 706
GranitePrivate_UdimUV gra_Float2 in gra_Float2 uv, in GraniteStreamingTextureConstantBuffer grSTCB <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 445
GranitePrivate_UnpackTileId gra_Float4 in gra_Float4 packedTile <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 688
GTAOMultiBounce real3 real visibility, real3 albedo <CORE>/ShaderLibrary/CommonLighting.hlsl 287
GTSApproxLinToPQ float3 float3 inputCol <CORE>/ShaderLibrary/HDROutput.hlsl 470
Hammersley2d real2 uint i, uint sampleCount <CORE>/ShaderLibrary/Sampling/Hammersley.hlsl 421
Hammersley2dSeq real2 uint i, uint sequenceLength <CORE>/ShaderLibrary/Sampling/Hammersley.hlsl 28
HasFlag bool uint bitfield, uint flag <CORE>/ShaderLibrary/Common.hlsl 1547
Hash float uint s <CORE>/ShaderLibrary/Random.hlsl 4
Hash_BetterSine_2_1_float void float2 i, out float o <CORE>/ShaderLibrary/Hashes.hlsl 165
Hash_BetterSine_2_1_half void half2 i, out half o <CORE>/ShaderLibrary/Hashes.hlsl 175
Hash_LegacyMod_2_1_float void float2 i, out float o <CORE>/ShaderLibrary/Hashes.hlsl 207
Hash_LegacyMod_2_1_half void half2 i, out half o <CORE>/ShaderLibrary/Hashes.hlsl 218
Hash_LegacySine_2_1_float void float2 i, out float o <CORE>/ShaderLibrary/Hashes.hlsl 145
Hash_LegacySine_2_1_half void half2 i, out half o <CORE>/ShaderLibrary/Hashes.hlsl 155
Hash_LegacySine_2_2_float void float2 i, out float2 o <CORE>/ShaderLibrary/Hashes.hlsl 185
Hash_LegacySine_2_2_half void half2 i, out half2 o <CORE>/ShaderLibrary/Hashes.hlsl 196
Hash_Tchou_2_1_float void float2 i, out float o <CORE>/ShaderLibrary/Hashes.hlsl 12
Hash_Tchou_2_1_half void half2 i, out half o <CORE>/ShaderLibrary/Hashes.hlsl 20
Hash_Tchou_2_1_uint void uint2 v, out uint o <CORE>/ShaderLibrary/Hashes.hlsl 1
Hash_Tchou_2_2_float void float2 i, out float2 o <CORE>/ShaderLibrary/Hashes.hlsl 71
Hash_Tchou_2_2_half void half2 i, out half2 o <CORE>/ShaderLibrary/Hashes.hlsl 79
Hash_Tchou_2_2_uint void uint2 v, out uint2 o <CORE>/ShaderLibrary/Hashes.hlsl 59
Hash_Tchou_2_3_float void float2 i, out float3 o <CORE>/ShaderLibrary/Hashes.hlsl 43
Hash_Tchou_2_3_half void half2 i, out half3 o <CORE>/ShaderLibrary/Hashes.hlsl 51
Hash_Tchou_2_3_uint void uint2 q, out uint3 o <CORE>/ShaderLibrary/Hashes.hlsl 28
Hash_Tchou_3_1_float void float3 i, out float o <CORE>/ShaderLibrary/Hashes.hlsl 100
Hash_Tchou_3_1_half void half3 i, out half o <CORE>/ShaderLibrary/Hashes.hlsl 108
Hash_Tchou_3_1_uint void uint3 v, out uint o <CORE>/ShaderLibrary/Hashes.hlsl 87
Hash_Tchou_3_3_float void float3 i, out float3 o <CORE>/ShaderLibrary/Hashes.hlsl 131
Hash_Tchou_3_3_half void half3 i, out half3 o <CORE>/ShaderLibrary/Hashes.hlsl 138
Hash_Tchou_3_3_uint void uint3 v, out uint3 o <CORE>/ShaderLibrary/Hashes.hlsl 116
HatchColor void uint2 unormCoord, real3 hatchingColor, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 400
HatchColor void uint2 unormCoord, inout real3 color <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 408
HDRMappingACES float3 float3 aces, float hdrBoost, float minNits, float maxNits, int reductionMode, bool skipOETF = false <CORE>/ShaderLibrary/HDROutput.hlsl 798
HDRMappingFromRec2020 float3 float3 Rec2020Input, float paperWhite, float minNits, float maxNits, int reductionMode, float hueShift, bool skipOETF = false <CORE>/ShaderLibrary/HDROutput.hlsl 777
HDRMappingFromRec709 float3 float3 Rec709Input, float paperWhite, float minNits, float maxNits, int reductionMode, float hueShift, bool skipOETF = false <CORE>/ShaderLibrary/HDROutput.hlsl 787
HeightBasedSplatModify void inout half4 splatControl, in half4 masks[4] <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 220
HenyeyGreensteinPhaseFunction real real anisotropy, real cosTheta <CORE>/ShaderLibrary/VolumeRendering.hlsl 227
HenyeyGreensteinPhasePartConstant real real anisotropy <CORE>/ShaderLibrary/VolumeRendering.hlsl 211
HenyeyGreensteinPhasePartVarying real real anisotropy, real cosTheta <CORE>/ShaderLibrary/VolumeRendering.hlsl 218
HorizontalBlur half4 Varyings input <URP>/ShaderLibrary/SSAO.hlsl 510
HorizontalGaussianBlur half4 Varyings input <URP>/ShaderLibrary/SSAO.hlsl 572
HsvToRgb real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 290
HuePreservingRangeReduction float3 float3 input, float minNits, float maxNits, int mode <CORE>/ShaderLibrary/HDROutput.hlsl 656
HueShiftingRangeReduction float3 float3 input, float minNits, float maxNits, int mode <CORE>/ShaderLibrary/HDROutput.hlsl 669
I_diffuse_line float float3 C, float3 A, float hl <CORE>/ShaderLibrary/AreaLighting.hlsl 326
I_ltc_line float float3x3 invM, float3 center, float3 axis, float halfLength <CORE>/ShaderLibrary/AreaLighting.hlsl 399
if else j == 2 <CORE>/ShaderLibrary/ACES.hlsl 442
if else j == 1 <CORE>/ShaderLibrary/ACES.hlsl 447
if else j == 0 <CORE>/ShaderLibrary/ACES.hlsl 452
if else (logx > log10(minPoint.x)) && (logx < log10(midPoint.x)) <CORE>/ShaderLibrary/ACES.hlsl 498
if else (logx >= log10(midPoint.x)) && (logx < log10(maxPoint.x)) <CORE>/ShaderLibrary/ACES.hlsl 508
if else (logx > log10(params.minPoint.x)) && (logx < log10(params.midPoint.x)) <CORE>/ShaderLibrary/ACES.hlsl 554
if else (logx >= log10(params.midPoint.x)) && (logx < log10(params.maxPoint.x)) <CORE>/ShaderLibrary/ACES.hlsl 564
if else x < curve.z <CORE>/ShaderLibrary/Color.hlsl 590
if else abs(dir.y) >= abs(dir.x) <CORE>/ShaderLibrary/Common.hlsl 595
if else u < 1.0f <CORE>/ShaderLibrary/Common.hlsl 1719
if else rd >= r1 + r2 <CORE>/ShaderLibrary/CommonLighting.hlsl 311
if else number <= 99 <CORE>/ShaderLibrary/Debug.hlsl 145
if else value >= threshold[0] && value < threshold[1] <CORE>/ShaderLibrary/Debug.hlsl 289
if else value >= threshold[1] && value < threshold[2] <CORE>/ShaderLibrary/Debug.hlsl 294
if else value >= threshold[2] && value < threshold[3] <CORE>/ShaderLibrary/Debug.hlsl 299
if else mipCountDesired < originalTextureMipCount <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 240
if else hasNonStreamingTextures && !hasStreamingTextures <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 322
if UNITY_FLATTEN isFont <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 452
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <CORE>/ShaderLibrary/FoveatedRendering.hlsl 22
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <CORE>/ShaderLibrary/FoveatedRendering.hlsl 33
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <CORE>/ShaderLibrary/FoveatedRendering.hlsl 44
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <CORE>/ShaderLibrary/FoveatedRendering.hlsl 55
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <CORE>/ShaderLibrary/FoveatedRendering.hlsl 66
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <CORE>/ShaderLibrary/FoveatedRendering.hlsl 77
if else alpha != 1.0 <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 565
if gra_Branch dither <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 590
if else abs(inputTexCoord.y) >= abs(inputTexCoord.x) <CORE>/ShaderLibrary/GraniteShaderLibBase.hlsl 797
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 182
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 199
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 215
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 283
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 328
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 376
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 426
if else _HDREncoding == HDRENCODING_PQ <CORE>/ShaderLibrary/HDROutput.hlsl 486
if else _HDREncoding == HDRENCODING_GAMMA22 <CORE>/ShaderLibrary/HDROutput.hlsl 496
if else _HDREncoding == HDRENCODING_S_RGB <CORE>/ShaderLibrary/HDROutput.hlsl 500
if else hdrEncoding == HDRENCODING_PQ <CORE>/ShaderLibrary/HDROutput.hlsl 540
if else hdrEncoding == HDRENCODING_GAMMA22 <CORE>/ShaderLibrary/HDROutput.hlsl 545
if else hdrEncoding == HDRENCODING_S_RGB <CORE>/ShaderLibrary/HDROutput.hlsl 549
if else mode == HDRRANGEREDUCTION_BT2390 <CORE>/ShaderLibrary/HDROutput.hlsl 648
if else mode == HDRRANGEREDUCTION_BT2390 <CORE>/ShaderLibrary/HDROutput.hlsl 678
if else !reduceLuma && needHueShiftVersion <CORE>/ShaderLibrary/HDROutput.hlsl 753
if else reductionMode == HDRRANGEREDUCTION_ACES2000NITS <CORE>/ShaderLibrary/HDROutput.hlsl 810
if else reductionMode == HDRRANGEREDUCTION_ACES4000NITS <CORE>/ShaderLibrary/HDROutput.hlsl 814
if else _HDRColorspace == HDRCOLORSPACE_P3D65 <CORE>/ShaderLibrary/HDROutput.hlsl 825
if else unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK <CORE>/ShaderLibrary/MetaPass.hlsl 71
if else unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK <CORE>/ShaderLibrary/MetaPass.hlsl 156
if else unity_EditorViz_LightType == 1 <CORE>/ShaderLibrary/MetaPass.hlsl 167
if else unity_EditorViz_LightType == 2 <CORE>/ShaderLibrary/MetaPass.hlsl 172
if else uvMapping.mappingType == UV_MAPPING_PLANAR <CORE>/ShaderLibrary/Sampling/SampleUVMappingNormalInternal.hlsl 39
if else textureType == TEXTURETYPE_NORMALOBJECTSPACE <CORE>/ShaderLibrary/TextureStack.hlsl 456
if else input.levelMode == VtLevel_Bias <CORE>/ShaderLibrary/VirtualTexturing.hlsl 55
if else input.levelMode == VtLevel_Derivatives <CORE>/ShaderLibrary/VirtualTexturing.hlsl 72
if else input.addressMode == VtAddressMode_Clamp <CORE>/ShaderLibrary/VirtualTexturing.hlsl 128
if else input.addressMode == VtAddressMode_Udim <CORE>/ShaderLibrary/VirtualTexturing.hlsl 133
if [branch] !specularHighlightsOff <URP>/ShaderLibrary/BRDF.hlsl 227
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/ShaderLibrary/Clustering.hlsl 31
if else CalculateColorForDebugMipmapStreaming(surfaceData, inputData, debugColor) <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 87
if else CalculateDebugColorForRenderingSettings(surfaceData, inputData, debugColor) <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 138
if else CalculateDebugColorLightingSettings(surfaceData, inputData, debugColor) <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 142
if else CalculateDebugColorValidationSettings(surfaceData, inputData, debugColor) <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 146
if else _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTIONS_WITH_SMOOTHNESS <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 66
if else metallic > _DebugValidateMetallicMaxValue <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 103
if else CalculateColorForDebugMipmapStreaming(inputData, surfaceData, debugColor) <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 219
if else CalculateColorForDebugMaterial(inputData, surfaceData, debugColor) <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 223
if else CalculateValidationColorForDebug(inputData, surfaceData, debugColor) <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 227
if else _DebugLightingMode == DEBUGLIGHTINGMODE_GLOBAL_ILLUMINATION <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 296
if else _DebugLightingMode == DEBUGLIGHTINGMODE_GLOBAL_ILLUMINATION <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 347
if else luminance > _DebugValidateAlbedoMaxLuminance <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 93
if else (sat > compSat + _DebugValidateAlbedoSaturationTolerance) || ((hue > compHue + _DebugValidateAlbedoHueTolerance) && (hue > compHue + _DebugValidateAlbedoHueTolerance - 1.0)) <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 111
if else _DebugFullScreenMode == DEBUGFULLSCREENMODE_MOTION_VECTOR <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 111
if else _DebugFullScreenMode == DEBUGFULLSCREENMODE_STP <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 116
if else AnyIsInf(color) <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 151
if else color.r < 0 || color.g < 0 || color.b < 0 || color.a < 0 <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 155
if else _ValidationChannels == PIXELVALIDATIONCHANNELS_R <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 174
if else _ValidationChannels == PIXELVALIDATIONCHANNELS_G <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 178
if else _ValidationChannels == PIXELVALIDATIONCHANNELS_B <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 182
if else _ValidationChannels == PIXELVALIDATIONCHANNELS_A <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 186
if UNITY_BRANCH (materialFlags & kMaterialFlagSpecularSetup) != 0 <URP>/ShaderLibrary/GBufferInput.hlsl 164
if else isDirectional <URP>/ShaderLibrary/LightCookie/LightCookie.hlsl 101
if [branch] !specularHighlightsOff <URP>/ShaderLibrary/Lighting.hlsl 58
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/ShaderLibrary/MotionVectorsCommon.hlsl 27
if else samplingData.softShadowQuality == SOFT_SHADOW_QUALITY_MEDIUM <URP>/ShaderLibrary/Shadows.hlsl 294
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/ShaderLibrary/SSAO.hlsl 243
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/ShaderLibrary/SSAO.hlsl 365
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/ShaderLibrary/SSAO.hlsl 411
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/CameraMotionVectors.shader 70
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/CameraMotionVectors.shader 91
if else IsPointInTriangle(xy, r_p3, g_p3, b_p3) <URP>/Shaders/Debug/HDRDebugView.shader 122
if else IsPointInTriangle(xy, r_2020, g_2020, b_2020) <URP>/Shaders/Debug/HDRDebugView.shader 126
if else IsPointInTriangle(uv, r_p3, g_p3, b_p3) <URP>/Shaders/Debug/HDRDebugView.shader 158
if UNITY_BRANCH _HDR_OVERLAY <URP>/Shaders/Debug/HDRDebugView.shader 241
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/PostProcessing/Bloom.shader 73
if UNITY_BRANCH _HDR_OVERLAY <URP>/Shaders/PostProcessing/FinalPost.shader 129
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/PostProcessing/UberPost.shader 189
if UNITY_BRANCH _HDR_OVERLAY <URP>/Shaders/PostProcessing/UberPost.shader 280
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/Utils/ClusterDeferred.hlsl 95
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/Utils/ClusterDeferred.hlsl 107
if UNITY_BRANCH !materialReceiveShadowsOff <URP>/Shaders/Utils/ClusterDeferred.hlsl 138
if UNITY_BRANCH materialReceiveShadowsOff <URP>/Shaders/Utils/ClusterDeferred.hlsl 167
if UNITY_BRANCH materialReceiveShadowsOff <URP>/Shaders/Utils/ClusterDeferred.hlsl 180
if [flatten] any(positionOS.xyz) <URP>/Shaders/Utils/StencilDeferred.hlsl 45
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/Utils/StencilDeferred.hlsl 255
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/Utils/StencilDeferred.hlsl 273
if UNITY_BRANCH _FOVEATED_RENDERING_NON_UNIFORM_RASTER <URP>/Shaders/XR/XRMirrorView.hlsl 55
ImportanceSampleAnisoGGX void real2 u, real3 V, real3x3 localToWorld, real roughnessT, real roughnessB, real NdotV, out real3 L, out real VdotH, out real NdotL, out real weightOverPdf <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 292
ImportanceSampleExponentialMedium void real rndVal, real extinction, real falloff, out real offset, out real rcpPdf <CORE>/ShaderLibrary/VolumeRendering.hlsl 333
ImportanceSampleGGX void real2 u, real3 V, real3x3 localToWorld, real roughness, real NdotV, out real3 L, out real VdotH, out real NdotL, out real weightOverPdf <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 265
ImportanceSampleHomogeneousMedium void real rndVal, real extinction, real intervalLength, out real offset, out real weight <CORE>/ShaderLibrary/VolumeRendering.hlsl 315
ImportanceSampleLambert void real2 u, real3x3 localToWorld, out real3 L, out real NdotL, out real weightOverPdf <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 234
ImportanceSamplePunctualLight void real rndVal, real3 lightPosition, real lightSqRadius, real3 rayOrigin, real3 rayDirection, real tMin, real tMax, out real t, out real sqDist, out real rcpPdf <CORE>/ShaderLibrary/VolumeRendering.hlsl 350
ImportanceSampleRayleighPhase real real rndVal <CORE>/ShaderLibrary/VolumeRendering.hlsl 399
InfluenceFadeNormalWeight float float3 normal, float3 centerToPos <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 693
InitializeBakedGIData void Varyings input, inout InputData inputData <URP>/Shaders/BakedLitForwardPass.hlsl 83
InitializeBakedGIData void Varyings input, inout InputData inputData <URP>/Shaders/LitForwardPass.hlsl 132
InitializeBakedGIData void Varyings input, inout InputData inputData <URP>/Shaders/LitGBufferPass.hlsl 113
InitializeBakedGIData void Varyings input, inout InputData inputData <URP>/Shaders/SimpleLitForwardPass.hlsl 115
InitializeBakedGIData void Varyings input, inout InputData inputData <URP>/Shaders/SimpleLitGBufferPass.hlsl 111
InitializeBakedGIData void Varyings IN, inout InputData inputData <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 118
InitializeBRDFData void half3 albedo, half metallic, half3 specular, half smoothness, inout half alpha, out BRDFData outBRDFData <URP>/ShaderLibrary/BRDF.hlsl 82
InitializeBRDFData void inout SurfaceData surfaceData, out BRDFData brdfData <URP>/ShaderLibrary/BRDF.hlsl 99
InitializeBRDFDataClearCoat void half clearCoatMask, half clearCoatSmoothness, inout BRDFData baseBRDFData, out BRDFData outBRDFData <URP>/ShaderLibrary/BRDF.hlsl 109
InitializeBRDFDataDirect void half3 albedo, half3 diffuse, half3 specular, half reflectivity, half oneMinusReflectivity, half smoothness, inout half alpha, out BRDFData outBRDFData <URP>/ShaderLibrary/BRDF.hlsl 50
InitializeBRDFDataDirect void half3 diffuse, half3 specular, half reflectivity, half oneMinusReflectivity, half smoothness, inout half alpha, out BRDFData outBRDFData <URP>/ShaderLibrary/BRDF.hlsl 76
InitializeData void inout SpeedTreeVertexInput input, out half2 outUV, out half outHueVariation <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl 7
InitializeData void inout SpeedTreeVertexInput input, float lodValue <URP>/Shaders/Nature/SpeedTree7Passes.hlsl 7
InitializeData void inout SpeedTreeVertexInput input, float lodValue <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 98
InitializeInputData void float2 uv, half2 lightingUV, out InputData2D inputData <URP>/Shaders/2D/Include/InputData2D.hlsl 22
InitializeInputData void float2 uv, out InputData2D inputData <URP>/Shaders/2D/Include/InputData2D.hlsl 30
InitializeInputData void Varyings input, half3 normalTS, out InputData inputData <URP>/Shaders/BakedLitForwardPass.hlsl 42
InitializeInputData void Varyings input, half3 normalTS, out InputData inputData <URP>/Shaders/LitForwardPass.hlsl 72
InitializeInputData void Varyings input, half3 normalTS, out InputData inputData <URP>/Shaders/LitGBufferPass.hlsl 73
InitializeInputData void SpeedTreeVertexOutput input, half3 normalTS, out InputData inputData <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl 91
InitializeInputData void SpeedTreeFragmentInput input, half3 normalTS, out InputData inputData <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 322
InitializeInputData void VaryingsParticle input, half3 normalTS, out InputData inputData <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl 7
InitializeInputData void VaryingsParticle input, half3 normalTS, out InputData inputData <URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl 7
InitializeInputData void VaryingsParticle input, half3 normalTS, out InputData inputData <URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl 7
InitializeInputData void VaryingsParticle input, half3 normalTS, out InputData inputData <URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl 8
InitializeInputData void VaryingsParticle input, SurfaceData surfaceData, out InputData inputData <URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl 7
InitializeInputData void Varyings input, half3 normalTS, out InputData inputData <URP>/Shaders/SimpleLitForwardPass.hlsl 59
InitializeInputData void Varyings input, half3 normalTS, out InputData inputData <URP>/Shaders/SimpleLitGBufferPass.hlsl 59
InitializeInputData void Varyings input, out InputData inputData <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 37
InitializeInputData void Varyings IN, half3 normalTS, out InputData inputData <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 58
InitializeInputData void GrassVertexOutput input, out InputData inputData <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 45
InitializeInputData void Varyings input, out InputData inputData <URP>/Shaders/UnlitForwardPass.hlsl 40
InitializeInputData void Varyings input, out InputData inputData <URP>/Shaders/UnlitGBufferPass.hlsl 29
InitializeInputDataFog real float4 positionWS, real vertFogFactor <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 387
InitializeParticleLitSurfaceData void float2 uv, float3 blendUv, float4 particleColor, float4 projectedPosition, out SurfaceData outSurfaceData <URP>/Shaders/Particles/ParticlesLitInput.hlsl 90
InitializeParticleLitSurfaceData void ParticleParams params, out SurfaceData outSurfaceData <URP>/Shaders/Particles/ParticlesLitInput.hlsl 128
InitializeParticleSimpleLitSurfaceData void VaryingsParticle input, out SurfaceData outSurfaceData <URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl 63
InitializeSimpleLitSurfaceData void float2 uv, out SurfaceData outSurfaceData <URP>/Shaders/SimpleLitInput.hlsl 72
InitializeSimpleLitSurfaceData void GrassVertexOutput input, out SurfaceData outSurfaceData <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 193
InitializeStandardLitSurfaceData void float2 uv, out SurfaceData outSurfaceData <URP>/Shaders/LitInput.hlsl 252
InitializeStandardLitSurfaceData void float2 uv, out SurfaceData outSurfaceData <URP>/Shaders/Terrain/TerrainLitInput.hlsl 125
InitializeSurfaceData void half3 albedo, half alpha, half4 mask, half3 normalTS, out SurfaceData2D surfaceData <URP>/Shaders/2D/Include/SurfaceData2D.hlsl 16
InitializeSurfaceData void half3 albedo, half alpha, half4 mask, out SurfaceData2D surfaceData <URP>/Shaders/2D/Include/SurfaceData2D.hlsl 26
InitializeSurfaceData void half3 albedo, half alpha, out SurfaceData2D surfaceData <URP>/Shaders/2D/Include/SurfaceData2D.hlsl 33
InitializeSurfaceData void ParticleParams particleParams, out SurfaceData surfaceData <URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl 54
InitializeSurfaceData void half3 albedo, half alpha, out SurfaceData surfaceData <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 81
InitializeVertData void GrassVertexInput input, inout GrassVertexOutput vertData <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 113
InitializeVertData void GrassVertexDepthOnlyInput input, inout GrassVertexDepthOnlyOutput vertData <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 257
InitParticleParams void VaryingsParticle input, out ParticleParams output <URP>/ShaderLibrary/Particles.hlsl 23
InitRandom float2 float2 input <CORE>/ShaderLibrary/Random.hlsl 82
InputDataFromGbufferAndWorldPosition InputData half4 gbuffer2, float3 wsPos <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 115
InsideLegendBar bool float2 texCoord, float4 screenSize, out float xCoord <CORE>/ShaderLibrary/DebugMipmapStreaming.hlsl 550
IntegrateGGXAndDisneyDiffuseFGD real4 real NdotV, real roughness, uint sampleCount = 4096 <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 339
IntegrateLD float4 TEXTURECUBE_PARAM(tex, sampl), TEXTURE2D(ggxIblSamples), real3 V, real3 N, real roughness, real index, // Current MIP level minus one real invOmegaP, uint sampleCount, // Must be a Fibonacci number bool prefilter, bool usePrecomputedSamples <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 419
IntegrateLD_MIS real4 TEXTURECUBE_PARAM(envMap, sampler_envMap), TEXTURE2D(marginalRowDensities), TEXTURE2D(conditionalDensities), real3 V, real3 N, real roughness, real invOmegaP, uint width, uint height, uint sampleCount, bool prefilter <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 608
IntegrateLDCharlie real4 TEXTURECUBE_PARAM(tex, sampl), real3 N, real roughness, uint sampleCount, real invFaceCenterTexelSolidAngle <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 535
InterleavedGradientNoise float float2 pixCoord, int frameCount <CORE>/ShaderLibrary/Random.hlsl 93
InterleaveQuad uint uint2 quad <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 72
IntersectRayAABB bool float3 rayOrigin, float3 rayDirection, float3 boxMin, float3 boxMax, float tMin, float tMax, out float tEntr, out float tExit <CORE>/ShaderLibrary/GeometricTools.hlsl 48
IntersectRayAABBSimple float float3 start, float3 dir, float3 boxMin, float3 boxMax <CORE>/ShaderLibrary/GeometricTools.hlsl 78
IntersectRayCone bool float3 rayOrigin, float3 rayDirection, float3 coneOrigin, float3 coneDirection, float3 coneAxisX, float3 coneAxisY, float tMin, float tMax, out float tEntr, out float tExit <CORE>/ShaderLibrary/GeometricTools.hlsl 152
IntersectRayPlane float3 float3 rayOrigin, float3 rayDirection, float3 planeOrigin, float3 planeNormal <CORE>/ShaderLibrary/GeometricTools.hlsl 113
IntersectRayPlane bool float3 rayOrigin, float3 rayDirection, float3 planePosition, float3 planeNormal, out float t <CORE>/ShaderLibrary/GeometricTools.hlsl 120
IntersectRaySphere bool float3 start, float3 dir, float radius, out float2 intersections <CORE>/ShaderLibrary/GeometricTools.hlsl 92
IntersectRaySphereSimple float float3 start, float3 dir, float radius <CORE>/ShaderLibrary/GeometricTools.hlsl 104
IntersectSphereAABB bool float3 position, float radius, float3 aabbMin, float3 aabbMax <CORE>/ShaderLibrary/GeometricTools.hlsl 198
Inverse float4x4 float4x4 m <CORE>/ShaderLibrary/Common.hlsl 917
InverseOETF float3 float3 inputCol, float maxNits, int hdrEncoding <CORE>/ShaderLibrary/HDROutput.hlsl 532
InvertibleTonemap real3 real3 x <CORE>/ShaderLibrary/Color.hlsl 617
InvertibleTonemapInverse real3 real3 x <CORE>/ShaderLibrary/Color.hlsl 623
IorToFresnel0 real real transmittedIor <CORE>/ShaderLibrary/BSDF.hlsl 139
IsAdditionalLightsCookieAtlasTextureAlphaFormat bool `` <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 82
IsAdditionalLightsCookieAtlasTextureRGBFormat bool `` <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 77
IsAlphaDiscardEnabled bool `` <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 257
IsAlphaToMaskAvailable bool `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 179
IsBitSet bool uint data, uint offset <CORE>/ShaderLibrary/Common.hlsl 478
IsDirectionalLight half `` <URP>/ShaderLibrary/Shadows.hlsl 125
IsDOTSInstancedProperty bool uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 343
IsFinite bool float x <CORE>/ShaderLibrary/Common.hlsl 649
IsFogEnabled bool `` <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 266
IsInCIExyMapping bool float2 xy <URP>/Shaders/Debug/HDRDebugView.shader 52
IsInf bool float x <CORE>/ShaderLibrary/Common.hlsl 629
IsLightCookieEnabled bool int lightBufferIndex <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 106
IsLightingFeatureEnabled bool uint bitMask <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 282
IsMainLightCookieEnabled bool `` <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 101
IsMainLightCookieTextureAlphaFormat bool `` <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 72
IsMainLightCookieTextureRGBFormat bool `` <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 67
IsMatchingLightLayer bool uint lightLayers, uint renderingLayers <CORE>/ShaderLibrary/CommonLighting.hlsl 550
IsNaN bool float x <CORE>/ShaderLibrary/Common.hlsl 609
IsNormalized bool float3 inVec <CORE>/ShaderLibrary/Common.hlsl 1565
IsNormalized bool half3 inVec <CORE>/ShaderLibrary/Common.hlsl 1571
IsOnlyAOLightingFeatureEnabled bool `` <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 291
IsotropicPhaseFunction real `` <CORE>/ShaderLibrary/VolumeRendering.hlsl 200
IsPerspectiveProjection bool `` <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 49
IsPointInTriangle bool float2 p, float2 a, float2 b, float2 c <CORE>/ShaderLibrary/Debug.hlsl 443
IsPointLight half `` <URP>/ShaderLibrary/Shadows.hlsl 130
IsPositiveFinite bool float x <CORE>/ShaderLibrary/Common.hlsl 659
IsPower2 bool uint x <CORE>/ShaderLibrary/Common.hlsl 687
IsSpotLight half `` <URP>/ShaderLibrary/Shadows.hlsl 120
IsSurfaceTypeOpaque bool half surfaceType <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 160
IsSurfaceTypeTransparent bool half surfaceType <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 166
JenkinsHash uint uint x <CORE>/ShaderLibrary/Random.hlsl 16
JenkinsHash uint uint2 v <CORE>/ShaderLibrary/Random.hlsl 27
JenkinsHash uint uint3 v <CORE>/ShaderLibrary/Random.hlsl 32
JenkinsHash uint uint4 v <CORE>/ShaderLibrary/Random.hlsl 37
KawaseBlur half4 Varyings input <URP>/ShaderLibrary/SSAO.hlsl 641
KawaseBlurFilter half half2 texCoord, half2 pixelSize, half iteration <URP>/ShaderLibrary/SSAO.hlsl 604
Lambda_GGX float float roughness, float3 V <CORE>/ShaderLibrary/BSDF.hlsl 189
Lambert real `` <CORE>/ShaderLibrary/BSDF.hlsl 405
LambertNoPI real `` <CORE>/ShaderLibrary/BSDF.hlsl 400
LatlongToDirectionCoordinate float3 float2 coord <CORE>/ShaderLibrary/Common.hlsl 1155
Length2 float float3 v <CORE>/ShaderLibrary/Common.hlsl 902
LerpWhiteTo real real b, real t <CORE>/ShaderLibrary/CommonMaterial.hlsl 352
LerpWhiteTo real3 real3 b, real t <CORE>/ShaderLibrary/CommonMaterial.hlsl 359
LightingLambert half3 half3 lightColor, half3 lightDir, half3 normal <URP>/ShaderLibrary/Lighting.hlsl 32
LightingPhysicallyBased half3 BRDFData brdfData, BRDFData brdfDataClearCoat, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff <URP>/ShaderLibrary/Lighting.hlsl 48
LightingPhysicallyBased half3 BRDFData brdfData, BRDFData brdfDataClearCoat, Light light, half3 normalWS, half3 viewDirectionWS, half clearCoatMask, bool specularHighlightsOff <URP>/ShaderLibrary/Lighting.hlsl 83
LightingPhysicallyBased half3 BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS <URP>/ShaderLibrary/Lighting.hlsl 89
LightingPhysicallyBased half3 BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS <URP>/ShaderLibrary/Lighting.hlsl 100
LightingPhysicallyBased half3 BRDFData brdfData, Light light, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff <URP>/ShaderLibrary/Lighting.hlsl 110
LightingPhysicallyBased half3 BRDFData brdfData, half3 lightColor, half3 lightDirectionWS, float lightAttenuation, half3 normalWS, half3 viewDirectionWS, bool specularHighlightsOff <URP>/ShaderLibrary/Lighting.hlsl 116
LightingSpecular half3 half3 lightColor, half3 lightDir, half3 normal, half3 viewDir, half4 specular, half smoothness <URP>/ShaderLibrary/Lighting.hlsl 38
linear_to_bt1886 half3 half3 x, half gamma, half Lw, half Lb <CORE>/ShaderLibrary/ACES.hlsl 795
Linear01Depth float float depth, float4 zBufferParam <CORE>/ShaderLibrary/Common.hlsl 1198
Linear01DepthFromNear float float depth, float4 zBufferParam <CORE>/ShaderLibrary/Common.hlsl 1184
LinearDepthToEyeDepth half half rawDepth <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 524
LinearDepthToEyeDepth float float rawDepth <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 533
LinearEyeDepth float float depth, float4 zBufferParam <CORE>/ShaderLibrary/Common.hlsl 1208
LinearEyeDepth float float2 positionNDC, float deviceDepth, float4 invProjParam <CORE>/ShaderLibrary/Common.hlsl 1217
LinearEyeDepth float float3 positionWS, float4x4 viewMatrix <CORE>/ShaderLibrary/Common.hlsl 1229
LinearizeRGBA real4 real4 value <CORE>/ShaderLibrary/VolumeRendering.hlsl 51
LinearizeRGBD real4 real4 value <CORE>/ShaderLibrary/VolumeRendering.hlsl 64
LinearToGamma20 real real c <CORE>/ShaderLibrary/Color.hlsl 30
LinearToGamma20 real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 35
LinearToGamma20 real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 40
LinearToGamma22 real real c <CORE>/ShaderLibrary/Color.hlsl 61
LinearToGamma22 real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 66
LinearToGamma22 real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 71
LinearToLMS float3 float3 x <CORE>/ShaderLibrary/Color.hlsl 252
LinearToLogC float3 float3 x <CORE>/ShaderLibrary/Color.hlsl 371
LinearToLogC_Precise real real x <CORE>/ShaderLibrary/Color.hlsl 360
LinearToPostFxSpace half4 float4 src <URP>/Shaders/PostProcessing/TemporalAA.hlsl 112
LinearToPQ float float value, float maxPQValue <CORE>/ShaderLibrary/HDROutput.hlsl 43
LinearToPQ float float value <CORE>/ShaderLibrary/HDROutput.hlsl 52
LinearToPQ float3 float3 value, float maxPQValue <CORE>/ShaderLibrary/HDROutput.hlsl 57
LinearToPQ float3 float3 value <CORE>/ShaderLibrary/HDROutput.hlsl 66
LinearToPQForLUT float3 float3 inputCol <CORE>/ShaderLibrary/HDROutput.hlsl 511
LinearToSRGB real real c <CORE>/ShaderLibrary/Color.hlsl 103
LinearToSRGB real2 real2 c <CORE>/ShaderLibrary/Color.hlsl 108
LinearToSRGB real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 113
LinearToSRGB real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 118
LineCoverageMask uint2 float2 v0, float2 v1, float thickness, float caps <CORE>/ShaderLibrary/Coverage.hlsl 408
LitFragment half4 Varyings input <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 61
LitFragment half4 Varyings input <URP>/Shaders/2D/Sprite-Lit-Default.shader 74
LitGBufferPassFragment GBufferFragOutput Varyings input <URP>/Shaders/LitGBufferPass.hlsl 199
LitGBufferPassVertex Varyings Attributes input <URP>/Shaders/LitGBufferPass.hlsl 139
LitPassFragment void Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/LitForwardPass.hlsl 223
LitPassFragmentSimple void Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/SimpleLitForwardPass.hlsl 192
LitPassFragmentSimple GBufferFragOutput Varyings input <URP>/Shaders/SimpleLitGBufferPass.hlsl 180
LitPassVertex Varyings Attributes input <URP>/Shaders/LitForwardPass.hlsl 158
LitPassVertexSimple Varyings Attributes input <URP>/Shaders/SimpleLitForwardPass.hlsl 141
LitPassVertexSimple Varyings Attributes input <URP>/Shaders/SimpleLitGBufferPass.hlsl 137
LitVertex Varyings Attributes input <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 56
LitVertex Varyings Attributes input <URP>/Shaders/2D/Sprite-Lit-Default.shader 62
LMSToLinear float3 float3 x <CORE>/ShaderLibrary/Color.hlsl 264
LoadDOTSIndirectInstanceIndex uint uint indirectIndex <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 303
LoadDOTSInstancedData_float2x4 float2x4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 626
LoadDOTSInstancedData_float2x4 float2x4 float4 default_value[2], uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 653
LoadDOTSInstancedData_float2x4 float2x4 float2x4 default_value, uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 659
LoadDOTSInstancedData_float4x4 float4x4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 570
LoadDOTSInstancedData_float4x4 float4x4 float4x4 default_value, uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 641
LoadDOTSInstancedData_float4x4_from_float3x4 float4x4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 597
LoadDOTSInstancedData_float4x4_from_float3x4 float4x4 float4x4 default_value, uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 647
LoadDOTSInstancedData_half half uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 513
LoadDOTSInstancedData_half4 half4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 526
LoadDOTSInstancedData_LightData float4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 694
LoadDOTSInstancedData_LODFade float4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 703
LoadDOTSInstancedData_MeshLocalBoundCenter float3 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 670
LoadDOTSInstancedData_MeshLocalBoundExtent float3 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 675
LoadDOTSInstancedData_min16float min16float uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 539
LoadDOTSInstancedData_min16float min16float min16float default_value, uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 557
LoadDOTSInstancedData_min16float4 min16float4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 548
LoadDOTSInstancedData_min16float4 min16float4 min16float4 default_value, uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 563
LoadDOTSInstancedData_MotionVectorsParams float4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 680
LoadDOTSInstancedData_ProbesOcclusion real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 758
LoadDOTSInstancedData_RendererBounds_Max float3 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 760
LoadDOTSInstancedData_RendererBounds_Min float3 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 759
LoadDOTSInstancedData_RenderingLayer float4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 665
LoadDOTSInstancedData_SelectionValue float4 uint metadata, uint submeshIndex, float4 globalSelectionID <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 762
LoadDOTSInstancedData_SHAb real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 753
LoadDOTSInstancedData_SHAg real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 752
LoadDOTSInstancedData_SHAr real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 751
LoadDOTSInstancedData_SHBb real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 756
LoadDOTSInstancedData_SHBg real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 755
LoadDOTSInstancedData_SHBr real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 754
LoadDOTSInstancedData_SHC real4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 757
LoadDOTSInstancedData_WorldTransformParams float4 `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 688
LoadDOTSInstancedDataOverridden_float2x4 float2x4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 633
LoadDOTSInstancedDataOverridden_float4x4 float4x4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 583
LoadDOTSInstancedDataOverridden_float4x4_from_float3x4 float4x4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 611
LoadDOTSInstancedDataOverridden_half half uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 519
LoadDOTSInstancedDataOverridden_half4 half4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 532
LoadDOTSInstancedDataOverridden_min16float min16float uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 543
LoadDOTSInstancedDataOverridden_min16float4 min16float4 uint metadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 552
LoadGBuffers void uint2 unCoord2, out half4 gBuffer0, out half4 gBuffer1, out half4 gBuffer2, out float depth, out uint renderingLayers, out half4 shadowMask <URP>/ShaderLibrary/GBufferInput.hlsl 63
LoadSceneColor float3 uint2 uv <URP>/ShaderLibrary/DeclareOpaqueTexture.hlsl 16
LoadSceneDepth float uint2 pixelCoords <URP>/ShaderLibrary/DeclareDepthTexture.hlsl 23
LoadSceneNormals float3 uint2 pixelCoords <URP>/ShaderLibrary/DeclareNormalsTexture.hlsl 31
LoadSceneRenderingLayer uint uint2 uvCoord <URP>/ShaderLibrary/DeclareRenderingLayerTexture.hlsl 7
LODDitheringTransition void uint2 fadeMaskSeed, float ditherFactor <CORE>/ShaderLibrary/Common.hlsl 1667
LODDitheringTransition void uint3 fadeMaskSeed, float ditherFactor <CORE>/ShaderLibrary/CommonDeprecated.hlsl 8
LODFadeCrossFade void float4 positionCS <URP>/ShaderLibrary/LODCrossFade.hlsl 15
LogCToLinear float3 float3 x <CORE>/ShaderLibrary/Color.hlsl 395
LogCToLinear_Precise real real x <CORE>/ShaderLibrary/Color.hlsl 384
LumaRangeReduction float float input, float minNits, float maxNits, int mode <CORE>/ShaderLibrary/HDROutput.hlsl 641
Luminance real real3 linearRgb <CORE>/ShaderLibrary/Color.hlsl 172
Luminance real real4 linearRgba <CORE>/ShaderLibrary/Color.hlsl 178
MainLightRealtimeShadow half float4 shadowCoord, half4 shadowParams, ShadowSamplingData shadowSamplingData <URP>/ShaderLibrary/Shadows.hlsl 372
MainLightRealtimeShadow half float4 shadowCoord <URP>/ShaderLibrary/Shadows.hlsl 385
MainLightShadow half float4 shadowCoord, float3 positionWS, half4 shadowMask, half4 occlusionProbeChannels <URP>/ShaderLibrary/Shadows.hlsl 477
MakeStackInfo StackInfo VtInputParameters vt <CORE>/ShaderLibrary/TextureStack.hlsl 363
MapCubeToSphere real3 real3 v <CORE>/ShaderLibrary/CommonLighting.hlsl 19
MaskRenderingFragment half4 Varyings input <URP>/Shaders/2D/Include/SpriteMaskShared.hlsl 34
MaskRenderingVertex Varyings Attributes input <URP>/Shaders/2D/Include/SpriteMaskShared.hlsl 24
Max_float float `` <CORE>/ShaderLibrary/Common.hlsl 802
Max_half half `` <CORE>/ShaderLibrary/Common.hlsl 805
MetallicFromReflectivity half half reflectivity <URP>/ShaderLibrary/BRDF.hlsl 44
MetaVertexPosition float4 float4 positionOS, float2 uv1, float2 uv2, float4 uv1ST, float4 uv2ST <URP>/ShaderLibrary/MetaInput.hlsl 10
Min_float float `` <CORE>/ShaderLibrary/Common.hlsl 801
Min_half half `` <CORE>/ShaderLibrary/Common.hlsl 804
MipmapLevelToPerceptualRoughness real real mipmapLevel <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 61
MixFog half3 half3 fragColor, half fogFactor <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 513
MixFog float3 float3 fragColor, float fogFactor <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 518
MixFogColor half3 half3 fragColor, half3 fogColor, half fogFactor <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 452
MixFogColor float3 float3 fragColor, float3 fogColor, float fogFactor <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 483
MixParticleColor half4 half4 baseColor, half4 particleColor, half4 colorAddSubDiff <URP>/ShaderLibrary/Particles.hlsl 63
MixRealtimeAndBakedGI void inout Light light, half3 normalWS, inout half3 bakedGI <URP>/ShaderLibrary/GlobalIllumination.hlsl 592
MixRealtimeAndBakedGI void inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask <URP>/ShaderLibrary/GlobalIllumination.hlsl 600
MixRealtimeAndBakedGI void inout Light light, half3 normalWS, inout half3 bakedGI, AmbientOcclusionFactor aoFactor <URP>/ShaderLibrary/GlobalIllumination.hlsl 605
MixRealtimeAndBakedShadows half half realtimeShadow, half bakedShadow, half shadowFade <URP>/ShaderLibrary/Shadows.hlsl 456
moncurve_r half half y, half gamma, half offs <CORE>/ShaderLibrary/ACES.hlsl 747
NearlyEqual bool float a, float b, float epsilon <CORE>/ShaderLibrary/Common.hlsl 809
NeutralCurve real3 float3 x, real a, real b, real c, real d, real e, real f <CORE>/ShaderLibrary/Color.hlsl 525
NeutralTonemap real3 real3 x <CORE>/ShaderLibrary/Color.hlsl 535
NLerp float3 float3 A, float3 B, float t <CORE>/ShaderLibrary/Common.hlsl 897
NormalFiltering float float perceptualSmoothness, float variance, float threshold <CORE>/ShaderLibrary/CommonMaterial.hlsl 183
NormalizeNormalPerPixel half3 half3 normalWS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 294
NormalizeNormalPerPixel float3 float3 normalWS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 304
NormalizeNormalPerVertex half3 half3 normalWS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 284
NormalizeNormalPerVertex float3 float3 normalWS <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 289
NormalMapMix void float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, inout half3 mixedNormal <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 147
NormalsRenderingFragment half4 Varyings input <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 100
NormalsRenderingFragment half4 Varyings i <URP>/Shaders/2D/RenderAs2D-Flattening.shader 130
NormalsRenderingFragment half4 Varyings input <URP>/Shaders/2D/Sprite-Lit-Default.shader 127
NormalsRenderingShared half4 half4 color, half3 normalTS, half3 tangent, half3 bitangent, half3 normal <URP>/Shaders/2D/Include/NormalsRenderingShared.hlsl 4
NormalsRenderingVertex Varyings Attributes input <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 95
NormalsRenderingVertex Varyings Attributes attributes <URP>/Shaders/2D/RenderAs2D-Flattening.shader 114
NormalsRenderingVertex Varyings Attributes input <URP>/Shaders/2D/Sprite-Lit-Default.shader 115
ODT_1000nits_ToAP1 half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1470
ODT_2000nits_ToAP1 half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1486
ODT_4000nits_ToAP1 half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1502
ODT_P3DCI_48nits half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1362
ODT_Rec2020_1000nits_ToLinear half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1434
ODT_Rec2020_100nits_dim half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1278
ODT_Rec709_100nits_dim half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1072
ODT_Rec709_D60sim_100nits_dim half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 1166
ODT_RGBmonitor_100nits_dim half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 860
ODT_RGBmonitor_D60sim_100nits_dim half3 half3 oces <CORE>/ShaderLibrary/ACES.hlsl 960
OETF float3 float3 inputCol, float maxNits <CORE>/ShaderLibrary/HDROutput.hlsl 478
OneMinusReflectivityMetallic half half metallic <URP>/ShaderLibrary/BRDF.hlsl 33
OpacityFromOpticalDepth float float opticalDepth <CORE>/ShaderLibrary/VolumeRendering.hlsl 22
OpacityFromOpticalDepth float3 float3 opticalDepth <CORE>/ShaderLibrary/VolumeRendering.hlsl 27
OpticalDepthFromOpacity float float opacity <CORE>/ShaderLibrary/VolumeRendering.hlsl 32
OpticalDepthFromOpacity float3 float3 opacity <CORE>/ShaderLibrary/VolumeRendering.hlsl 37
OpticalDepthHeightFog float real baseExtinction, real baseHeight, real2 heightExponents, real cosZenith, real startHeight, real intervalLength <CORE>/ShaderLibrary/VolumeRendering.hlsl 137
OpticalDepthHeightFog float real baseExtinction, real baseHeight, real2 heightExponents, real cosZenith, real startHeight <CORE>/ShaderLibrary/VolumeRendering.hlsl 162
OpticalDepthHomogeneousMedium real real extinction, real intervalLength <CORE>/ShaderLibrary/VolumeRendering.hlsl 105
OptimizeProjectionMatrix float4x4 float4x4 M <URP>/ShaderLibrary/UnityInput.hlsl 301
OrientationToDirection float2 float orientation <CORE>/ShaderLibrary/Common.hlsl 1170
Orthonormalize real3 real3 tangent, real3 normal <CORE>/ShaderLibrary/Common.hlsl 849
OutputAlpha half half alpha, bool isTransparent <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 239
OverdrawLegendBucketInterval uint uint maxOverdrawCount <CORE>/ShaderLibrary/Debug.hlsl 344
OverlayHeatMap float4 uint2 pixCoord, uint2 tileSize, uint n, uint maxN, float opacity <CORE>/ShaderLibrary/Debug.hlsl 244
OverlayHeatMapNoNumber float4 uint2 pixCoord, uint2 tileSize, uint n, uint maxN, float opacity <CORE>/ShaderLibrary/Debug.hlsl 265
P float float B, float Ks, float L_max <CORE>/ShaderLibrary/HDROutput.hlsl 583
PACK_BITS25 { _,_,x,_,_, _,_,x,_,_, _,x,x,x,_, x,x,x,x,x, _,_,_,x,_), PACK_BITS25(x,x,x,x,x, _,x,x,x,_, x,x,x,x,x, _,x,x,x,_, _,x,x,x,_ <CORE>/ShaderLibrary/Debug.hlsl 83
PACK_BITS25 { _,x,_,x,_, _,x,x,_,_, x,_,_,_,x, _,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,x, _,_,_,_,x, x,_,_,_,x, x,_,_,_,x <CORE>/ShaderLibrary/Debug.hlsl 84
PACK_BITS25 { x,_,_,_,x, x,_,x,_,_, x,_,_,_,x, _,_,_,x,_, _,_,x,x,_), PACK_BITS25(x,_,_,_,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x <CORE>/ShaderLibrary/Debug.hlsl 85
PACK_BITS25 { x,_,_,_,x, _,_,x,_,_, _,_,_,_,x, _,_,x,_,_, _,x,_,x,_), PACK_BITS25(x,_,x,x,_, x,_,_,_,_, _,_,_,x,_, x,_,_,_,x, x,_,_,_,x <CORE>/ShaderLibrary/Debug.hlsl 86
PACK_BITS25 { x,_,_,_,x, _,_,x,_,_, _,_,_,x,_, _,x,x,x,_, _,x,_,x,_), PACK_BITS25(x,x,_,_,x, x,x,x,x,_, _,_,x,_,_, _,x,x,x,_, _,x,x,x,x <CORE>/ShaderLibrary/Debug.hlsl 87
PACK_BITS25 { x,_,_,_,x, _,_,x,_,_, _,_,x,_,_, _,_,_,_,x, x,_,_,x,_), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,_,x,_,_, x,_,_,_,x, _,_,_,_,x <CORE>/ShaderLibrary/Debug.hlsl 88
PACK_BITS25 { x,_,_,_,x, _,_,x,_,_, _,x,_,_,_, _,_,_,_,x, x,x,x,x,x), PACK_BITS25(_,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, _,_,_,_,x <CORE>/ShaderLibrary/Debug.hlsl 89
PACK_BITS25 { _,x,_,x,_, _,_,x,_,_, x,_,_,_,_, x,_,_,_,x, _,_,_,x,_), PACK_BITS25(x,_,_,_,x, x,_,_,_,x, _,x,_,_,_, x,_,_,_,x, x,_,_,_,x <CORE>/ShaderLibrary/Debug.hlsl 90
Pack2Byte real real2 inputs <CORE>/ShaderLibrary/Packing.hlsl 395
PackAONormal half4 half ao, half3 n <URP>/ShaderLibrary/SSAO.hlsl 142
PackByte real uint i <CORE>/ShaderLibrary/Packing.hlsl 358
PackEmissiveRGBM real4 real3 rgb <CORE>/ShaderLibrary/EntityLighting.hlsl 151
PackFloat2To8 float float2 f <CORE>/ShaderLibrary/Packing.hlsl 562
PackFloat2To888 float3 float2 f <CORE>/ShaderLibrary/Packing.hlsl 538
PackFloat2To888UInt uint3 float2 f <CORE>/ShaderLibrary/Packing.hlsl 527
PackFloatInt real real f, uint i, real maxi, real precision <CORE>/ShaderLibrary/Packing.hlsl 421
PackFloatInt10bit real real f, uint i, real maxi <CORE>/ShaderLibrary/Packing.hlsl 456
PackFloatInt16bit real real f, uint i, real maxi <CORE>/ShaderLibrary/Packing.hlsl 466
PackFloatInt8bit real real f, uint i, real maxi <CORE>/ShaderLibrary/Packing.hlsl 446
PackFloatToR8G8 real2 real f <CORE>/ShaderLibrary/Packing.hlsl 511
PackFloatToUInt uint real src, uint offset, uint numBits <CORE>/ShaderLibrary/Packing.hlsl 481
PackGBufferMaterialFlags float uint materialFlags <URP>/ShaderLibrary/GBufferCommon.hlsl 108
PackGBufferNormal half3 half3 normalWS <URP>/ShaderLibrary/GBufferCommon.hlsl 120
PackGBufferNormal half3 half3 normalWS <URP>/ShaderLibrary/GBufferCommon.hlsl 136
PackGBuffersBRDFData GBufferFragOutput BRDFData brdfData, InputData inputData, half smoothness, half3 globalIllumination, half occlusion = 1.0 <URP>/ShaderLibrary/GBufferOutput.hlsl 76
PackGBuffersSurfaceData GBufferFragOutput SurfaceData surfaceData, InputData inputData, half3 globalIllumination <URP>/ShaderLibrary/GBufferOutput.hlsl 38
PackHeightmap real4 real height <CORE>/ShaderLibrary/Common.hlsl 1513
PackHeightmap real4 real height <CORE>/ShaderLibrary/Common.hlsl 1529
PackInt real uint i, uint numBits <CORE>/ShaderLibrary/Packing.hlsl 344
PackMaterialFlags float uint materialFlags <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 135
PackNormal half3 half3 n <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 147
PackNormalHemiOctEncode real2 real3 n <CORE>/ShaderLibrary/Packing.hlsl 86
PackNormalMaxComponent real3 real3 n <CORE>/ShaderLibrary/Packing.hlsl 12
PackNormalOctQuadEncode float2 float3 n <CORE>/ShaderLibrary/Packing.hlsl 57
PackNormalOctRectEncode real2 real3 n <CORE>/ShaderLibrary/Packing.hlsl 25
PackNormalTetraEncode real2 float3 n, out uint faceIndex <CORE>/ShaderLibrary/Packing.hlsl 128
PackQuat real4 real4 quat <CORE>/ShaderLibrary/Packing.hlsl 307
PackSH void RWStructuredBuffer<float4> buffer, float sh[27] <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 193
PackShort real uint i <CORE>/ShaderLibrary/Packing.hlsl 370
PackShortHi real uint i <CORE>/ShaderLibrary/Packing.hlsl 389
PackShortLo real uint i <CORE>/ShaderLibrary/Packing.hlsl 382
PackToLogLuv real4 real3 vRGB <CORE>/ShaderLibrary/Packing.hlsl 236
PackToR10G10B10A2 uint real4 rgba <CORE>/ShaderLibrary/Packing.hlsl 492
PackToR11G11B10f uint float3 rgb <CORE>/ShaderLibrary/Packing.hlsl 272
PackToR5G6B5 float2 float3 rgb <CORE>/ShaderLibrary/Packing.hlsl 592
PackToR7G7B6 uint float3 rgb <CORE>/ShaderLibrary/Packing.hlsl 608
Panini_Generic float2 float2 view_pos, float d <URP>/Shaders/PostProcessing/PaniniProjection.shader 55
Panini_UnitDistance float2 float2 view_pos <URP>/Shaders/PostProcessing/PaniniProjection.shader 13
ParallaxMapping float2 TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv <CORE>/ShaderLibrary/ParallaxMapping.hlsl 39
ParallaxMappingChannel float2 TEXTURE2D_PARAM(heightMap, sampler_heightMap), half3 viewDirTS, half scale, float2 uv, int channel <CORE>/ShaderLibrary/ParallaxMapping.hlsl 46
ParallaxOffset1Step half2 half height, half amplitude, half3 viewDirTS <CORE>/ShaderLibrary/ParallaxMapping.hlsl 30
Part1By1 uint uint x <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 6
Part1By2 uint uint x <CORE>/ShaderLibrary/SpaceFillingCurves.hlsl 18
ParticleInstancingMatrices void out float4x4 objectToWorld, out float4x4 worldToObject <URP>/ShaderLibrary/ParticlesInstancing.hlsl 25
ParticleInstancingSetup void `` <URP>/ShaderLibrary/ParticlesInstancing.hlsl 55
ParticleInstancingSetup void `` <URP>/ShaderLibrary/ParticlesInstancing.hlsl 62
ParticlesGBufferFragment GBufferFragOutput VaryingsParticle input <URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl 112
ParticlesGBufferVertex VaryingsParticle AttributesParticle input <URP>/Shaders/Particles/ParticlesLitGbufferPass.hlsl 66
ParticlesLitFragment half4 VaryingsParticle input <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl 121
ParticlesLitFragment half4 VaryingsParticle input <URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl 119
ParticlesLitGBufferFragment GBufferFragOutput VaryingsParticle input <URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl 145
ParticlesLitGBufferVertex VaryingsParticle AttributesParticle input <URP>/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl 95
ParticlesLitVertex VaryingsParticle AttributesParticle input <URP>/Shaders/Particles/ParticlesLitForwardPass.hlsl 66
ParticlesLitVertex VaryingsParticle AttributesParticle input <URP>/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl 65
PatryApproxLinToPQ float3 float3 x <CORE>/ShaderLibrary/HDROutput.hlsl 461
PerceptualInvWeight float float3 c <URP>/Shaders/PostProcessing/TemporalAA.hlsl 81
PerceptualRoughnessBeckmannToGGX real real perceptualRoughnessBeckmann <CORE>/ShaderLibrary/CommonMaterial.hlsl 87
PerceptualRoughnessToMipmapLevel real real perceptualRoughness, uint maxMipLevel <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 27
PerceptualRoughnessToMipmapLevel real real perceptualRoughness <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 34
PerceptualRoughnessToMipmapLevel real real perceptualRoughness, real NdotR <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 44
PerceptualRoughnessToPerceptualSmoothness real real perceptualRoughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 98
PerceptualRoughnessToRoughness real real perceptualRoughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 29
PerceptualSmoothnessToPerceptualRoughness real real perceptualSmoothness <CORE>/ShaderLibrary/CommonMaterial.hlsl 50
PerceptualSmoothnessToRoughness real real perceptualSmoothness <CORE>/ShaderLibrary/CommonMaterial.hlsl 45
PerceptualToWorking float4 float4 c <URP>/Shaders/PostProcessing/TemporalAA.hlsl 96
PerceptualWeight float float3 c <URP>/Shaders/PostProcessing/TemporalAA.hlsl 72
PerformRangeReduction float3 float3 input, float minNits, float maxNits <CORE>/ShaderLibrary/HDROutput.hlsl 615
PerformRangeReduction float3 float3 input, float minNits, float maxNits, int mode, float hueShift <CORE>/ShaderLibrary/HDROutput.hlsl 734
PhongTessellation real3 real3 positionWS, real3 p0, real3 p1, real3 p2, real3 n0, real3 n1, real3 n2, real3 baryCoords, real shape <CORE>/ShaderLibrary/Tessellation.hlsl 5
PickSamplePoint half3 float2 uv, int sampleIndex, half sampleIndexHalf, half rcpSampleCount, half3 normal_o, float2 pixelDensity <URP>/ShaderLibrary/SSAO.hlsl 185
PillowWindowing real real3 center, real3 xAxis, real3 yAxis, real halfLength, real halfHeight, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 169
Pixel void Varyings input <URP>/Shaders/Utils/StencilDitherMaskSeed.shader 48
PointAt float2 float xv <CORE>/ShaderLibrary/Coverage.hlsl 271
PolygonFormFactor real3 real4x3 L, real3 L4, uint n <CORE>/ShaderLibrary/AreaLighting.hlsl 130
PolygonIrradiance real real4x3 L, out real3 F <CORE>/ShaderLibrary/AreaLighting.hlsl 196
PolygonIrradianceFromVectorFormFactor real float3 F <CORE>/ShaderLibrary/AreaLighting.hlsl 180
PostFxSpaceToLinear half4 float4 src <URP>/Shaders/PostProcessing/TemporalAA.hlsl 102
Pow4 real real x <CORE>/ShaderLibrary/Common.hlsl 908
PQToLinear float float value <CORE>/ShaderLibrary/HDROutput.hlsl 71
PQToLinear float float value, float maxPQValue <CORE>/ShaderLibrary/HDROutput.hlsl 78
PQToLinear float3 float3 value, float maxPQValue <CORE>/ShaderLibrary/HDROutput.hlsl 83
PQToLinear float3 float3 value <CORE>/ShaderLibrary/HDROutput.hlsl 92
PrepareVT StackInfo VTProperty vtProperty, VtInputParameters vtParams <CORE>/ShaderLibrary/TextureStack.hlsl 282
PrepareVT StackInfo VTProperty vtProperty, VtInputParameters vtParams <CORE>/ShaderLibrary/TextureStack.hlsl 404
ProcessColorForHDR float3 float3 colorLinear <URP>/Shaders/PostProcessing/LutBuilderHdr.shader 206
ProcessUIForHDR float3 float3 uiSample, float paperWhite, float maxNits <CORE>/ShaderLibrary/HDROutput.hlsl 847
ProjectedSpaceGeometricNormalFiltering float float perceptualSmoothness, float3 geometricNormalWS, float screenSpaceVariance, float threshold <CORE>/ShaderLibrary/CommonMaterial.hlsl 224
ProjectedSpaceNormalFiltering float float perceptualSmoothness, float variance, float threshold <CORE>/ShaderLibrary/CommonMaterial.hlsl 192
ProjectPointOnPlane float3 float3 position, float3 planePosition, float3 planeNormal <CORE>/ShaderLibrary/GeometricTools.hlsl 217
ProjectShadow Varyings Attributes v <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 99
ProjectShadowVertexToWS float4 float2 vertex, float2 otherEndPt, float2 contractDir, float shadowType, float3 lightPos, float3 shadowModelScale, float4x4 shadowModelMatrix, float4x4 shadowModelInvMatrix, float shadowContractionDistance, float shadowRadius, float softShadowAngle <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 61
PunctualLightAttenuation real real4 distances, real rangeAttenuationScale, real rangeAttenuationBias, real lightAngleScale, real lightAngleOffset <CORE>/ShaderLibrary/CommonLighting.hlsl 125
QuadReadAcrossDiagonal float float value, int2 screenPos <CORE>/ShaderLibrary/Common.hlsl 538
QuadReadAcrossX float float value, int2 screenPos <CORE>/ShaderLibrary/Common.hlsl 528
QuadReadAcrossY float float value, int2 screenPos <CORE>/ShaderLibrary/Common.hlsl 533
QuadReadFloat3AcrossDiagonal float3 float3 val, int2 positionSS <CORE>/ShaderLibrary/Common.hlsl 567
QuadReadFloat3AcrossX float3 float3 val, int2 positionSS <CORE>/ShaderLibrary/Common.hlsl 547
QuadReadFloat3AcrossY float3 float3 val, int2 positionSS <CORE>/ShaderLibrary/Common.hlsl 557
QuadReadFloat4AcrossDiagonal float4 float4 val, int2 positionSS <CORE>/ShaderLibrary/Common.hlsl 572
QuadReadFloat4AcrossX float4 float4 val, int2 positionSS <CORE>/ShaderLibrary/Common.hlsl 552
QuadReadFloat4AcrossY float4 float4 val, int2 positionSS <CORE>/ShaderLibrary/Common.hlsl 562
Quantize10 float3 float3 x <CORE>/ShaderLibrary/BC6H.hlsl 23
Quantize7 float3 float3 x <CORE>/ShaderLibrary/BC6H.hlsl 13
Quantize9 float3 float3 x <CORE>/ShaderLibrary/BC6H.hlsl 18
RadToDeg real real rad <CORE>/ShaderLibrary/Common.hlsl 678
RayleighPhaseFunction real real cosTheta <CORE>/ShaderLibrary/VolumeRendering.hlsl 205
RayPlaneSegmentIntersect bool in float3 rayOrigin, in float3 rayDirection, float3 planeNormal, float planeDistance, inout float3 intersectionPoint <CORE>/ShaderLibrary/GeometricTools.hlsl 136
ReconstructNormal half3 float2 uv, float linearDepth, float3 vpos, float2 pixelDensity <URP>/ShaderLibrary/SSAO.hlsl 276
ReconstructNormalDerivative half3 float2 positionSS, float deviceDepth <URP>/ShaderLibrary/NormalReconstruction.hlsl 35
ReconstructNormalDerivative half3 float2 positionSS <URP>/ShaderLibrary/NormalReconstruction.hlsl 56
ReconstructNormalTap3 half3 float2 positionSS <URP>/ShaderLibrary/NormalReconstruction.hlsl 66
ReconstructNormalTap4 half3 float2 positionSS <URP>/ShaderLibrary/NormalReconstruction.hlsl 87
ReconstructNormalTap5 half3 float2 positionSS <URP>/ShaderLibrary/NormalReconstruction.hlsl 107
ReconstructNormalTap9 half3 float2 positionSS <URP>/ShaderLibrary/NormalReconstruction.hlsl 136
ReconstructViewPos half3 float2 uv, float linearDepth <URP>/ShaderLibrary/SSAO.hlsl 240
ReconvolveAmbientProbeWithPower void float diffusePower, inout float4 SHCoefficients[7] <CORE>/ShaderLibrary/AmbientProbe.hlsl 9
RectangleSDF float float2 position, float2 bound <CORE>/ShaderLibrary/SDF2D.hlsl 11
ReflectivitySpecular half half3 specular <URP>/ShaderLibrary/BRDF.hlsl 28
RefractionModelBox RefractionModelResult real3 V, float3 positionWS, real3 normalWS, real ior, real thickness <CORE>/ShaderLibrary/Refraction.hlsl 51
RefractionModelSphere RefractionModelResult real3 V, float3 positionWS, real3 normalWS, real ior, real thickness <CORE>/ShaderLibrary/Refraction.hlsl 15
ReinhardTonemap float float x, float peakValue <CORE>/ShaderLibrary/HDROutput.hlsl 571
Remap float float origFrom, float origTo, float targetFrom, float targetTo, float value <CORE>/ShaderLibrary/Common.hlsl 957
Remap01ToHalfTexelCoord real2 real2 coord, real2 size <CORE>/ShaderLibrary/Common.hlsl 871
RemapFoveatedRenderingDensity float2 float2 uv, bool yFlip = false <CORE>/ShaderLibrary/API/FoveatedRendering_Metal.hlsl 34
RemapFoveatedRenderingLinearToNonUniform float2 float2 uv, bool yFlip = false <CORE>/ShaderLibrary/API/FoveatedRendering_Metal.hlsl 15
RemapFoveatedRenderingNonUniformToLinear float2 float2 uv, bool yFlip = false <CORE>/ShaderLibrary/API/FoveatedRendering_Metal.hlsl 46
RemapFoveatedRenderingNonUniformToLinearCS float2 float2 uv, bool yFlip = false <CORE>/ShaderLibrary/API/FoveatedRendering_Metal.hlsl 65
RemapFoveatedRenderingPrevFrameDensity float2 float2 uv, bool yFlip = false <CORE>/ShaderLibrary/API/FoveatedRendering_Metal.hlsl 40
RemapFoveatedRenderingPrevFrameLinearToNonUniform float2 float2 uv, bool yFlip = false <CORE>/ShaderLibrary/API/FoveatedRendering_Metal.hlsl 28
RemapFoveatedRenderingPrevFrameNonUniformToLinear float2 float2 uv, bool yFlip = false <CORE>/ShaderLibrary/API/FoveatedRendering_Metal.hlsl 59
RemapHalfTexelCoordTo01 real2 real2 coord, real2 size <CORE>/ShaderLibrary/Common.hlsl 862
RemapLaneTo8x16 uint2 `` <CORE>/ShaderLibrary/Threading.hlsl 151
RemapSourceRange half4 half4 source <URP>/ShaderLibrary/Debug/DebuggingFullscreen.hlsl 23
RenderDebugHDR void half4 color, float2 uv, inout half4 debugColor <URP>/Shaders/Debug/HDRDebugView.shader 79
RepeatOctahedralUV float2 float u, float v <CORE>/ShaderLibrary/Common.hlsl 1706
ReverseBits32 uint uint bits <CORE>/ShaderLibrary/Sampling/Hammersley.hlsl 9
rgb_2_hue half half3 rgb <CORE>/ShaderLibrary/ACES.hlsl 358
rgb_2_saturation half half3 rgb <CORE>/ShaderLibrary/ACES.hlsl 320
rgb_2_yc half half3 rgb <CORE>/ShaderLibrary/ACES.hlsl 328
RgbToHsv real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 280
RGBtoxy float2 float3 rgb <URP>/Shaders/Debug/HDRDebugView.shader 31
RGBToYCoCg real3 real3 rgb <CORE>/ShaderLibrary/Color.hlsl 214
roll_white_fwd half half x, // color value to adjust (white scaled to around 1.0) half new_wht, // white adjustment (e.g. 0.9 for 10% darkening) half width // adjusted width (e.g. 0.25 for top quarter of the tone scale) <CORE>/ShaderLibrary/ACES.hlsl 770
Rotate float3 float3 pivot, float3 position, float3 rotationAxis, float angle <CORE>/ShaderLibrary/GeometricTools.hlsl 9
Rotate709ToLMS float3 float3 Rec709Input <CORE>/ShaderLibrary/HDROutput.hlsl 238
RotateHue real real value, real low, real hi <CORE>/ShaderLibrary/Color.hlsl 297
RotateICtCpToOutputSpace float3 float3 ICtCp <CORE>/ShaderLibrary/HDROutput.hlsl 420
RotateICtCpToP3D65 float3 float3 ICtCp <CORE>/ShaderLibrary/HDROutput.hlsl 415
RotateICtCpToPQLMS float3 float3 ICtCp <CORE>/ShaderLibrary/HDROutput.hlsl 387
RotateICtCpToRec2020 float3 float3 ICtCp <CORE>/ShaderLibrary/HDROutput.hlsl 405
RotateICtCpToRec709 float3 float3 ICtCp <CORE>/ShaderLibrary/HDROutput.hlsl 410
RotateICtCpToXYZ float3 float3 ICtCp <CORE>/ShaderLibrary/HDROutput.hlsl 398
RotateLMSToICtCp float3 float3 lms <CORE>/ShaderLibrary/HDROutput.hlsl 261
RotateLMSToXYZ float3 float3 LMSInput <CORE>/ShaderLibrary/HDROutput.hlsl 291
RotateOutputSpaceToICtCp float3 float3 inputColor <CORE>/ShaderLibrary/HDROutput.hlsl 276
RotateOutputSpaceToRec709 float3 float3 ODTInput <CORE>/ShaderLibrary/HDROutput.hlsl 209
RotateOutputSpaceToXYZ float3 float3 rgb <CORE>/ShaderLibrary/HDROutput.hlsl 370
RotateP3D65ToRec2020 float3 float3 P3D65Input <CORE>/ShaderLibrary/HDROutput.hlsl 165
RotateP3D65ToRec709 float3 float3 P3D65Input <CORE>/ShaderLibrary/HDROutput.hlsl 154
RotateP3D65ToXYZ float3 float3 rgb <CORE>/ShaderLibrary/HDROutput.hlsl 359
RotatePQLMSToICtCp float3 float3 LMSInput <CORE>/ShaderLibrary/HDROutput.hlsl 250
RotateRec2020ToICtCp float3 float3 Rec2020 <CORE>/ShaderLibrary/HDROutput.hlsl 267
RotateRec2020ToLMS float3 float3 Rec2020Input <CORE>/ShaderLibrary/HDROutput.hlsl 226
RotateRec2020ToOutputSpace float3 float3 Rec2020Input <CORE>/ShaderLibrary/HDROutput.hlsl 193
RotateRec2020ToP3D65 float3 float3 Rec2020Input <CORE>/ShaderLibrary/HDROutput.hlsl 144
RotateRec2020ToRec709 float3 float3 Rec2020Input <CORE>/ShaderLibrary/HDROutput.hlsl 134
RotateRec2020ToXYZ float3 float3 rgb <CORE>/ShaderLibrary/HDROutput.hlsl 348
RotateRec709ToOutputSpace float3 float3 Rec709Input <CORE>/ShaderLibrary/HDROutput.hlsl 176
RotateRec709ToP3D65 float3 float3 Rec709Input <CORE>/ShaderLibrary/HDROutput.hlsl 123
RotateRec709ToRec2020 float3 float3 Rec709Input <CORE>/ShaderLibrary/HDROutput.hlsl 111
RotateRec709ToXYZ float3 float3 rgb <CORE>/ShaderLibrary/HDROutput.hlsl 338
RotateToColorGradeOutputSpace float3 float3 gradedColor <URP>/Shaders/PostProcessing/LutBuilderHdr.shader 56
RotateVectorByQuat float3 float4 quarternion, float3 v <CORE>/ShaderLibrary/Common.hlsl 962
RotateXYZToOutputSpace float3 float3 xyz <CORE>/ShaderLibrary/HDROutput.hlsl 322
RotateXYZToP3D65 float3 float3 XYZ <CORE>/ShaderLibrary/HDROutput.hlsl 317
RotateXYZToRec2020 float3 float3 XYZ <CORE>/ShaderLibrary/HDROutput.hlsl 301
RotateXYZToRec709 float3 float3 XYZ <CORE>/ShaderLibrary/HDROutput.hlsl 312
RotationFromAxisAngle float3x3 float3 A, float sinAngle, float cosAngle <CORE>/ShaderLibrary/GeometricTools.hlsl 16
RoughnessToPerceptualRoughness real real roughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 34
RoughnessToPerceptualSmoothness real real roughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 40
RoughnessToVariance real real roughness <CORE>/ShaderLibrary/CommonMaterial.hlsl 164
RRT half3 half3 aces <CORE>/ShaderLibrary/ACES.hlsl 668
SafeDiv real real numer, real denom <CORE>/ShaderLibrary/Common.hlsl 1579
SafeNormalize float3 float3 inVec <CORE>/ShaderLibrary/Common.hlsl 1553
SafeNormalize half3 half3 inVec <CORE>/ShaderLibrary/Common.hlsl 1559
SafeSqrt real real x <CORE>/ShaderLibrary/Common.hlsl 1585
SampleAdditionalLightCookie real3 int perObjectLightIndex, float3 samplePositionWS <URP>/ShaderLibrary/LightCookie/LightCookie.hlsl 84
SampleAdditionalLightCookieDeferred half4 int perObjectLightIndex, float3 samplePositionWS <URP>/Shaders/Utils/StencilDeferred.hlsl 146
SampleAdditionalLightsCookieAtlasTexture real4 float2 uv <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 94
SampleAlbedo half4 float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap) <URP>/Shaders/Particles/ParticlesLitInput.hlsl 42
SampleAlbedo half4 TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params <URP>/Shaders/Particles/ParticlesLitInput.hlsl 66
SampleAlbedo half4 float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap) <URP>/Shaders/Particles/ParticlesSimpleLitInput.hlsl 36
SampleAlbedo half4 TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params <URP>/Shaders/Particles/ParticlesSimpleLitInput.hlsl 59
SampleAlbedo half4 float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap) <URP>/Shaders/Particles/ParticlesUnlitInput.hlsl 32
SampleAlbedo half4 TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params <URP>/Shaders/Particles/ParticlesUnlitInput.hlsl 58
SampleAlbedoAlpha half4 float2 uv, TEXTURE2D_PARAM(albedoAlphaMap, sampler_albedoAlphaMap) <URP>/ShaderLibrary/SurfaceInput.hlsl 34
SampleAmbientOcclusion half float2 normalizedScreenSpaceUV <URP>/ShaderLibrary/AmbientOcclusion.hlsl 19
SampleAndGetLinearEyeDepth float float2 uv <URP>/ShaderLibrary/SSAO.hlsl 233
SampleAnisoGGXDir void real2 u, real3 V, real3 N, real3 tangentX, real3 tangentY, real roughnessT, real roughnessB, out real3 H, out real3 L <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 167
SampleAnisoGGXVisibleNormal void float2 u, float3 V, float3x3 localToWorld, float roughnessX, float roughnessY, out float3 localV, out float3 localH, out float VdotH <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 187
SampleAPVSixWay void APVSample apvSample, half3x3 tbn, out half4 diffuseGIData[3] <URP>/ShaderLibrary/SixWayLighting.hlsl 38
SampleBicubic5TapHalf half4 TEXTURE2D_X(sourceTexture), float2 UV, float4 sourceTexture_TexelSize <URP>/Shaders/PostProcessing/TemporalAA.hlsl 179
SampleClearCoat half2 float2 uv <URP>/Shaders/LitInput.hlsl 179
SampleColorLinear half4 float2 uv, float2 texelOffset <URP>/Shaders/PostProcessing/TemporalAA.hlsl 151
SampleColorPoint half4 float2 uv, float2 texelOffset <URP>/Shaders/PostProcessing/TemporalAA.hlsl 146
SampleCone void real2 u, real cosHalfAngle, out real3 dir, out real rcpPdf <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 301
SampleConeStrata real3 uint sampleIdx, real rcpSampleCount, real cosHalfApexAngle <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 314
SampleConeUniform real3 real u1, real u2, real cosTheta <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 139
SampleCylinder void real2 u, real4x4 localToWorld, real radius, real width, out real lightPdf, out real3 P, out real3 Ns <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 231
SampleDebugFont bool int2 pixCoord, uint digit <CORE>/ShaderLibrary/Debug.hlsl 97
SampleDebugFontNumber2Digits bool int2 pixCoord, uint number <CORE>/ShaderLibrary/Debug.hlsl 115
SampleDebugFontNumber3Digits bool int2 pixCoord, uint number <CORE>/ShaderLibrary/Debug.hlsl 138
SampleDebugFontNumberAllDigits bool int2 pixCoord, uint number <CORE>/ShaderLibrary/Debug.hlsl 165
SampleDepth float float2 uv <URP>/ShaderLibrary/SSAO.hlsl 219
SampleDepth float float2 uv <URP>/Shaders/Utils/CopyDepthPass.hlsl 45
SampleDirectionalLightmap void TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, float3 normalWS, float3 backNormalWS, bool isStaticLightmap, inout real3 bakeDiffuseLighting, inout real3 backBakeDiffuseLighting <CORE>/ShaderLibrary/EntityLighting.hlsl 289
SampleDirectionalLightmap void TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, float3 normalWS, float3 backNormalWS, bool isStaticLightmap, real4 ignore, inout real3 bakeDiffuseLighting, inout real3 backBakeDiffuseLighting <CORE>/ShaderLibrary/EntityLighting.hlsl 318
SampleDirectionalLightmap real3 TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, float3 normalWS, bool isStaticLightmap <CORE>/ShaderLibrary/EntityLighting.hlsl 326
SampleDirectionalLightmap real3 TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), TEXTURE2D_LIGHTMAP_PARAM(lightmapDirTex, lightmapDirSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, float3 normalWS, bool isStaticLightmap, real4 ignore <CORE>/ShaderLibrary/EntityLighting.hlsl 338
SampleDisk void real2 u, real4x4 localToWorld, real radius, out real lightPdf, out real3 P, out real3 Ns <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 280
SampleDiskCubic real2 real u1, real u2 <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 128
SampleDiskFibonacci real2 uint i, uint sampleCount <CORE>/ShaderLibrary/Sampling/Fibonacci.hlsl 282
SampleDiskGolden real2 uint i, uint sampleCount <CORE>/ShaderLibrary/Sampling/Fibonacci.hlsl 275
SampleDiskUniform real2 real u1, real u2 <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 116
SampleEmission half3 float2 uv, half3 emissionColor, TEXTURE2D_PARAM(emissionMap, sampler_emissionMap) <URP>/ShaderLibrary/SurfaceInput.hlsl 53
SampleGGXDir void real2 u, real3 V, real3x3 localToWorld, real roughness, out real3 L, out real NdotL, out real NdotH, out real VdotH, bool VeqN = false <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 127
SampleGGXVisibleNormal void float2 u, float3 V, float3x3 localToWorld, float roughness, out float3 localV, out float3 localH, out float VdotH <CORE>/ShaderLibrary/ImageBasedLighting.hlsl 222
SampleHDR half3 float2 uv, float2 offset <URP>/Shaders/PostProcessing/Bloom.shader 49
SampleHemisphere void real2 u, real4x4 localToWorld, real radius, out real lightPdf, out real3 P, out real3 Ns <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 208
SampleHemisphereCosine real3 real u1, real u2 <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 156
SampleHemisphereCosine real3 real u1, real u2, real3 normal <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 172
SampleHemisphereFibonacci real2 uint i, uint sampleCount <CORE>/ShaderLibrary/Sampling/Fibonacci.hlsl 289
SampleHemisphereUniform real3 real u1, real u2 <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 181
SampleHenyeyGreenstein bool real3 incomingDir, real anisotropy, real3 inputSample, out real3 outgoingDir, out real pdf <CORE>/ShaderLibrary/VolumeRendering.hlsl 234
SampleLightmap half3 float2 staticLightmapUV, float2 dynamicLightmapUV, half3 normalWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 174
SampleLightmap half3 float2 staticLightmapUV, half3 normalWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 204
SampleLightmapBicubic float4 TEXTURE2D_LIGHTMAP_PARAM(tex, smp), LIGHTMAP_EXTRA_ARGS <CORE>/ShaderLibrary/EntityLighting.hlsl 245
SampleMainLightCookie real3 float3 samplePositionWS <URP>/ShaderLibrary/LightCookie/LightCookie.hlsl 71
SampleMainLightCookieTexture real4 float2 uv <URP>/ShaderLibrary/LightCookie/LightCookieInput.hlsl 89
SampleMetallicSpecGloss half4 float2 uv, half albedoAlpha <URP>/Shaders/LitInput.hlsl 137
SampleMetallicSpecGloss half4 float2 uv, half albedoAlpha <URP>/Shaders/Terrain/TerrainLitInput.hlsl 117
SampleNormal half3 float2 uv, float linearDepth, float2 pixelDensity <URP>/ShaderLibrary/SSAO.hlsl 335
SampleNormal half3 float2 uv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0) <URP>/ShaderLibrary/SurfaceInput.hlsl 39
SampleNormalTS half3 float2 uv, float3 blendUv, TEXTURE2D_PARAM(bumpMap, sampler_bumpMap), half scale = half(1.0) <URP>/ShaderLibrary/Particles.hlsl 158
SampleOcclusion half float2 uv <URP>/Shaders/LitInput.hlsl 165
SamplePrefilter half3 float2 uv, float2 offset <URP>/Shaders/PostProcessing/Bloom.shader 55
SampleProbeOcclusion float4 TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float4x4 WorldToTexture, float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv <CORE>/ShaderLibrary/EntityLighting.hlsl 123
SampleProbeSHVertex half3 in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, out float4 probeOcclusion <URP>/ShaderLibrary/GlobalIllumination.hlsl 138
SampleProbeSHVertex half3 in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir <URP>/ShaderLibrary/GlobalIllumination.hlsl 149
SampleProbeVolumePixel half3 in half3 vertexValue, in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, in float2 positionSS, in float4 vertexProbeOcclusion, out float4 probeOcclusion <URP>/ShaderLibrary/GlobalIllumination.hlsl 105
SampleProbeVolumePixel half3 in half3 vertexValue, in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, in float2 positionSS <URP>/ShaderLibrary/GlobalIllumination.hlsl 131
SampleProbeVolumeSH4 void TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float3 backNormalWS, float4x4 WorldToTexture, float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv, inout float3 bakeDiffuseLighting, inout float3 backBakeDiffuseLighting <CORE>/ShaderLibrary/EntityLighting.hlsl 42
SampleProbeVolumeSH4 float3 TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture, float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv <CORE>/ShaderLibrary/EntityLighting.hlsl 66
SampleProbeVolumeSH9 void TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float3 backNormalWS, float4x4 WorldToTexture, float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv, inout float3 bakeDiffuseLighting, inout float3 backBakeDiffuseLighting <CORE>/ShaderLibrary/EntityLighting.hlsl 82
SampleProbeVolumeSH9 float3 TEXTURE3D_PARAM(SHVolumeTexture, SHVolumeSampler), float3 positionWS, float3 normalWS, float4x4 WorldToTexture, float transformToLocal, float texelSizeX, float3 probeVolumeMin, float3 probeVolumeSizeInv <CORE>/ShaderLibrary/EntityLighting.hlsl 111
SampleProbeVolumeVertex half3 in float3 absolutePositionWS, in float3 normalWS, in float3 viewDir, out float4 probeOcclusion <URP>/ShaderLibrary/GlobalIllumination.hlsl 80
SampleRectangle void real2 u, real4x4 localToWorld, real width, real height, out real lightPdf, out real3 P, out real3 Ns <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 260
SampleSceneColor float3 float2 uv <URP>/ShaderLibrary/DeclareOpaqueTexture.hlsl 10
SampleSceneDepth float float2 uv, SAMPLER(samplerParam) <URP>/ShaderLibrary/DeclareDepthTexture.hlsl 12
SampleSceneDepth float float2 uv <URP>/ShaderLibrary/DeclareDepthTexture.hlsl 18
SampleSceneNormals float3 float2 uv, SAMPLER(samplerParam) <URP>/ShaderLibrary/DeclareNormalsTexture.hlsl 12
SampleSceneNormals float3 float2 uv <URP>/ShaderLibrary/DeclareNormalsTexture.hlsl 26
SampleScreenSpaceGI half3 float2 pos <URP>/ShaderLibrary/GlobalIllumination.hlsl 21
SampleScreenSpaceShadowmap half float4 shadowCoord <URP>/ShaderLibrary/Shadows.hlsl 218
SampleSH real3 real3 normalWS <CORE>/ShaderLibrary/AmbientProbe.hlsl 69
SampleSH4_L1 half3 half4 SHCoefficients[3], half3 N <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 90
SampleSH4_L1 float3 float4 SHCoefficients[3], float3 N <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 144
SampleSH9 half3 half4 SHCoefficients[7], half3 N <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 67
SampleSH9 float3 float4 SHCoefficients[7], float3 N <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 107
SampleSH9 float3 StructuredBuffer<float4> data, float3 N <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 130
SampleShadow_ComputeSamples_Tent_3x3 void real4 shadowMapTexture_TexelSize, float2 coord, out real fetchesWeights[4], out real2 fetchesUV[4] <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 109
SampleShadow_ComputeSamples_Tent_5x5 void real4 shadowMapTexture_TexelSize, float2 coord, out real fetchesWeights[9], out real2 fetchesUV[9] <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 189
SampleShadow_ComputeSamples_Tent_7x7 void real4 shadowMapTexture_TexelSize, float2 coord, out real fetchesWeights[16], out real2 fetchesUV[16] <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 257
SampleShadow_GetTexelAreas_Tent_3x3 void real offset, out real4 computedArea, out real4 computedAreaUncut <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 27
SampleShadow_GetTexelWeights_Tent_3x3 void real offset, out real4 computedWeight <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 53
SampleShadow_GetTexelWeights_Tent_5x5 void real offset, out real3 texelsWeightsA, out real3 texelsWeightsB <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 65
SampleShadow_GetTexelWeights_Tent_7x7 void real offset, out real4 texelsWeightsA, out real4 texelsWeightsB <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 88
SampleShadow_GetTriangleTexelArea real real triangleHeight <CORE>/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl 15
SampleShadowmap real TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData, half4 shadowParams, bool isPerspectiveProjection = true <URP>/ShaderLibrary/Shadows.hlsl 306
SampleShadowmap real float4 shadowCoord, TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), ShadowSamplingData samplingData, half shadowStrength, bool isPerspectiveProjection = true <URP>/ShaderLibrary/Shadows.hlsl 607
SampleShadowmapFiltered real TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData <URP>/ShaderLibrary/Shadows.hlsl 286
SampleShadowmapFilteredHighQuality real TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData <URP>/ShaderLibrary/Shadows.hlsl 262
SampleShadowmapFilteredLowQuality real TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData <URP>/ShaderLibrary/Shadows.hlsl 234
SampleShadowmapFilteredMediumQuality real TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData <URP>/ShaderLibrary/Shadows.hlsl 245
SampleSHPixel half3 half3 L2Term, half3 normalWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 60
SampleSHVertex half3 half3 normalWS <URP>/ShaderLibrary/GlobalIllumination.hlsl 45
SampleSingleLightmap real3 TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, bool isStaticLightmap <CORE>/ShaderLibrary/EntityLighting.hlsl 266
SampleSingleLightmap real3 TEXTURE2D_LIGHTMAP_PARAM(lightmapTex, lightmapSampler), LIGHTMAP_EXTRA_ARGS, float4 transform, bool isStaticLightmap, real4 ignore <CORE>/ShaderLibrary/EntityLighting.hlsl 284
SampleSpecularSmoothness half4 float2 uv, float3 blendUv, half alpha, half4 specColor, TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap) <URP>/Shaders/Particles/ParticlesSimpleLitInput.hlsl 82
SampleSpecularSmoothness half4 float2 uv, half alpha, half4 specColor, TEXTURE2D_PARAM(specMap, sampler_specMap) <URP>/Shaders/SimpleLitInput.hlsl 56
SampleSphere void real2 u, real4x4 localToWorld, real radius, out real lightPdf, out real3 P, out real3 Ns <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 189
SampleSphereFibonacci real2 uint i, uint sampleCount <CORE>/ShaderLibrary/Sampling/Fibonacci.hlsl 296
SampleSphereUniform real3 real u1, real u2 <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 147
SampleTerrainHolesTexture float float2 uv <URP>/Shaders/Terrain/TerrainLitInput.hlsl 89
SampleTexture2DArrayBicubic float4 TEXTURE2D_ARRAY_PARAM(tex, smp), float2 coord, float slice, float4 texSize <CORE>/ShaderLibrary/Filtering.hlsl 126
SampleTexture2DArrayBicubicLOD float4 TEXTURE2D_ARRAY_PARAM(tex, smp), float2 coord, float slice, float4 texSize, int lod <CORE>/ShaderLibrary/Filtering.hlsl 141
SampleTexture2DBicubic float4 TEXTURE2D_PARAM(tex, smp), float2 coord, float4 texSize, float2 maxCoord, uint unused /* needed to match signature of texarray version below */ <CORE>/ShaderLibrary/Filtering.hlsl 111
SampleTexture2DBicubic float4 TEXTURE2D_ARRAY_PARAM(tex, smp), float2 coord, float4 texSize, float2 maxCoord, uint slice <CORE>/ShaderLibrary/Filtering.hlsl 158
SampleTexture2DBiquadratic float4 TEXTURE2D_PARAM(tex, smp), float2 coord, float4 texSize <CORE>/ShaderLibrary/Filtering.hlsl 94
SampleVTFallbackToTexture float4 StackInfo info, int vtLevelMode, TEXTURE2D_PARAM(layerTexture, layerSampler) <CORE>/ShaderLibrary/TextureStack.hlsl 378
SampleVTLayer float4 VTProperty vtProperty, VtInputParameters vtParams, StackInfo info, int layerIndex <CORE>/ShaderLibrary/TextureStack.hlsl 291
SanitizeFinite float float x <CORE>/ShaderLibrary/Common.hlsl 654
SanitizePositiveFinite float float x <CORE>/ShaderLibrary/Common.hlsl 664
ScaleDetailAlbedo half3 half3 detailAlbedo, half scale <URP>/Shaders/LitInput.hlsl 204
SceneComposition float4 float4 color, float4 uiSample <URP>/Shaders/Utils/BlitHDROverlay.shader 28
SceneToWorkingSpace half4 half4 src <URP>/Shaders/PostProcessing/TemporalAA.hlsl 123
SceneUIComposition float3 float4 uiSample, float3 sceneColor, float paperWhite, float maxNits <CORE>/ShaderLibrary/HDROutput.hlsl 855
ScotopicLuminance real real3 xyzRgb <CORE>/ShaderLibrary/Color.hlsl 197
ScotopicLuminance real real4 xyzRgba <CORE>/ShaderLibrary/Color.hlsl 205
ScreenCoordApplyScaleBias float2 float2 xy, float4 screenCoordScaleBias <CORE>/ShaderLibrary/ScreenCoordOverride.hlsl 4
ScreenCoordRemoveScaleBias float2 float2 xy, float4 screenCoordScaleBias <CORE>/ShaderLibrary/ScreenCoordOverride.hlsl 9
segmented_spline_c5_fwd half half x <CORE>/ShaderLibrary/ACES.hlsl 473
segmented_spline_c9_fwd half half x, SegmentedSplineParams_c9 params <CORE>/ShaderLibrary/ACES.hlsl 537
segmented_spline_c9_fwd half half x <CORE>/ShaderLibrary/ACES.hlsl 653
Select4 uint uint4 v, uint i <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 581
SetBit void inout uint data, uint offset <CORE>/ShaderLibrary/Common.hlsl 483
SetupDebugData void inout InputData2D inputData, float3 positionWS, float4 positionCS <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 14
SetupDebugDataBrdf void inout InputData inputData, half3 brdfDiffuse, half3 brdfSpecular <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 37
SetupDebugDataTerrain void inout InputData inputData <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 43
SetupDebugDataTexture void inout InputData2D inputData, float3 positionWS, float4 positionCS, float4 texelSize, float4 mipInfo, float4 streamInfo, uint mipCount <URP>/ShaderLibrary/Debug/Debugging2D.hlsl 20
SetupDebugDataTexture void inout InputData inputData, float2 uv, float4 texelSize, float4 mipInfo, float4 streamInfo, TEXTURE2D(tex) <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 22
SetupDOTSBakedLitMaterialPropertyCaches void `` <URP>/Shaders/BakedLitInput.hlsl 34
SetupDOTSInstanceSelectMasks void `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 267
SetupDOTSInstanceSelectMasks void `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 291
SetupDOTSLitMaterialPropertyCaches void `` <URP>/Shaders/LitInput.hlsl 84
SetupDOTSRendererBounds void float4x4 objectToWorld <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 712
SetupDOTSSHCoeffs void uint shMetadata <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 724
SetupDOTSSimpleLitMaterialPropertyCaches void `` <URP>/Shaders/SimpleLitInput.hlsl 34
SetupDOTSUnlitMaterialPropertyCaches void `` <URP>/Shaders/UnlitInput.hlsl 27
SetupDOTSVisibleInstancingData void `` <CORE>/ShaderLibrary/UnityDOTSInstancing.hlsl 314
SetUpSpriteInstanceProperties void `` <URP>/Shaders/2D/Include/Core2D.hlsl 101
SetupTerrainDebugTextureData void inout InputData inputData, float2 uv <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 259
ShaderDebugFrameNumber int `` <CORE>/ShaderLibrary/ShaderDebugPrint.hlsl 51
ShaderDebugMouseButtonLeft int `` <CORE>/ShaderLibrary/ShaderDebugPrint.hlsl 47
ShaderDebugMouseButtonRight int `` <CORE>/ShaderLibrary/ShaderDebugPrint.hlsl 48
ShaderDebugMouseCoords int2 `` <CORE>/ShaderLibrary/ShaderDebugPrint.hlsl 43
shadergraph_LWBakedGI float3 float3 positionWS, float3 normalWS, uint2 positionSS, float2 uvStaticLightmap, float2 uvDynamicLightmap, bool applyScaling <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 56
shadergraph_LWFog void float3 positionOS, out float4 color, out float density <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 95
shadergraph_LWReflectionProbe float3 float3 viewDir, float3 normalOS, float lod <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 85
shadergraph_LWSampleSceneColor float3 float2 uv <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 38
shadergraph_LWSampleSceneDepth float float2 uv <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 29
shadergraph_LWSampleSceneNormals float3 float2 uv <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 47
shadergraph_RendererBoundsWS_Max float3 `` <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 142
shadergraph_RendererBoundsWS_Min float3 `` <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 137
shadergraph_URPMainLightDirection float3 `` <URP>/ShaderLibrary/ShaderGraphFunctions.hlsl 132
ShadowPassFragment half4 Varyings input <URP>/Shaders/ShadowCasterPass.hlsl 63
ShadowPassFragment half4 VaryingsLean IN <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 557
ShadowPassVertex Varyings Attributes input <URP>/Shaders/ShadowCasterPass.hlsl 49
ShadowPassVertex VaryingsLean AttributesLean v <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 527
SharpenAlpha float float alpha, float alphaClipTreshold <CORE>/ShaderLibrary/Common.hlsl 1694
SharpenAlphaStrict half half alpha, half alphaClipTreshold <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 186
SHEvalLinearL0L1 real3 real3 N, real4 shAr, real4 shAg, real4 shAb <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 27
SHEvalLinearL1 real3 real3 N, real3 shAr, real3 shAg, real3 shAb <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 40
SHEvalLinearL2 real3 real3 N, real4 shBr, real4 shBg, real4 shBb, real4 shC <CORE>/ShaderLibrary/SphericalHarmonics.hlsl 50
ShiftTangent real3 real3 T, real3 N, real shift <CORE>/ShaderLibrary/BSDF.hlsl 638
sigmoid_shaper half half x <CORE>/ShaderLibrary/ACES.hlsl 381
SignExtend void inout float3 v1, uint mask, uint signFlag <CORE>/ShaderLibrary/BC6H.hlsl 57
SinFromCos real real cosX <CORE>/ShaderLibrary/Common.hlsl 1591
SixWayLightBlend half3 SixWaySurfaceData surfaceData, Light light, half3x3 tangentToWorld <URP>/ShaderLibrary/SixWayLighting.hlsl 104
SMAAArea float2 SMAATexture2D_Non_Array(areaTex), float2 dist, float e1, float e2, float offset <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1114
SMAAAreaDiag float2 SMAATexture2D_Non_Array(areaTex), float2 dist, float2 e, float offset <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 921
SMAABlendingWeightCalculationPS float4 float2 texcoord, float2 pixcoord, float4 offset[3], SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(areaTex), SMAATexture2D_Non_Array(searchTex), float4 subsampleIndices <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1169
SMAABlendingWeightCalculationVS void float2 texcoord, out float2 pixcoord, out float4 offset[3] <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 668
SMAACalculateDiagWeights float2 SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(areaTex), float2 texcoord, float2 e, float4 subsampleIndices <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 940
SMAACalculatePredicatedThreshold float2 float2 texcoord, float4 offset[3], SMAATexture2D(predicationTex) <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 628
SMAAColorEdgeDetectionPS float2 float2 texcoord, float4 offset[3], SMAATexture2D(colorTex) #if SMAA_PREDICATION , SMAATexture2D(predicationTex) #endif <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 765
SMAADecodeDiagBilinearAccess float2 float2 e <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 857
SMAADecodeDiagBilinearAccess float4 float4 e <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 875
SMAADepthEdgeDetectionPS float2 float2 texcoord, float4 offset[3], SMAATexture2D(depthTex) <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 836
SMAADetectHorizontalCornerPattern void SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1131
SMAADetectVerticalCornerPattern void SMAATexture2D(edgesTex), inout float2 weights, float4 texcoord, float2 d <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1148
SMAAEdgeDetectionVS void float2 texcoord, out float4 offset[3] <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 658
SMAAGatherNeighbours float3 float2 texcoord, float4 offset[3], SMAATexture2D(tex) <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 612
SMAALumaEdgeDetectionPS float2 float2 texcoord, float4 offset[3], SMAATexture2D(colorTex) #if SMAA_PREDICATION , SMAATexture2D(predicationTex) #endif <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 702
SMAAMovc void bool2 cond, inout float2 variable, float2 value <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 640
SMAAMovc void bool4 cond, inout float4 variable, float4 value <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 645
SMAANeighborhoodBlendingPS float4 float2 texcoord, float4 offset, SMAATexture2D(colorTex), SMAATexture2D(blendTex) #if SMAA_REPROJECTION , SMAATexture2D(velocityTex) #endif <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1298
SMAANeighborhoodBlendingVS void float2 texcoord, out float4 offset <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 686
SMAAReproject float2 float2 texcoord <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1278
SMAAResolvePS float4 float2 texcoord, SMAATexture2D(currentColorTex), SMAATexture2D(previousColorTex) #if SMAA_REPROJECTION , SMAATexture2D(velocityTex) #endif <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1370
SMAASearchDiag1 float2 SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 883
SMAASearchDiag2 float2 SMAATexture2D(edgesTex), float2 texcoord, float2 dir, out float2 e <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 895
SMAASearchLength float SMAATexture2D_Non_Array(searchTex), float2 e, float offset <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1020
SMAASearchXLeft float SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1042
SMAASearchXRight float SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1074
SMAASearchYDown float SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1098
SMAASearchYUp float SMAATexture2D(edgesTex), SMAATexture2D_Non_Array(searchTex), float2 texcoord, float end <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1086
SMAASeparatePS void float4 position, float2 texcoord, out float4 target0, out float4 target1, SMAATexture2DMS2(colorTexMS) <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl 1428
SmoothAngleAttenuation real real cosFwd, real lightAngleScale, real lightAngleOffset <CORE>/ShaderLibrary/CommonLighting.hlsl 117
SmoothDistanceWindowing real real distSquare, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 93
Smootherstep real real a, real b, real t <CORE>/ShaderLibrary/Common.hlsl 890
Smootherstep01 real real x <CORE>/ShaderLibrary/Common.hlsl 885
Smoothstep01 real real x <CORE>/ShaderLibrary/Common.hlsl 880
SmoothWindowedDistanceAttenuation real real distSquare, real distRcp, real rangeAttenuationScale, real rangeAttenuationBias <CORE>/ShaderLibrary/CommonLighting.hlsl 102
SoftLight float3 float3 base, float3 blend <CORE>/ShaderLibrary/Color.hlsl 327
SoftParticles float float near, float far, float4 projection <URP>/ShaderLibrary/Particles.hlsl 87
SoftParticles float float near, float far, ParticleParams params <URP>/ShaderLibrary/Particles.hlsl 104
SoftShadowDir float3 float3 lightDir, float3 vertex0, float3 vertex1, float angleOp, float softShadowAngle <URP>/Shaders/2D/Include/ShadowProjectVertex.hlsl 52
SolidAngleRectangle float float3 positionWS, float4x3 lightVerts <CORE>/ShaderLibrary/MostRepresentativePoint.hlsl 6
SolidAngleRightPyramid float float positionWS, float lightPositionWS, float halfWidth, float halfHeight <CORE>/ShaderLibrary/MostRepresentativePoint.hlsl 27
SolveQuadraticEquation bool float a, float b, float c, out float2 roots <CORE>/ShaderLibrary/GeometricTools.hlsl 33
SpeedTree7FragDepth half4 SpeedTreeVertexDepthOutput input <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl 228
SpeedTree7FragDepthNormal half4 SpeedTreeVertexDepthNormalOutput input <URP>/Shaders/Nature/SpeedTree7CommonPasses.hlsl 253
SpeedTree7FragDepthNormalBillboard half4 SpeedTreeVertexDepthNormalOutput input <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl 175
SpeedTree7Vert SpeedTreeVertexOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl 68
SpeedTree7Vert SpeedTreeVertexOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree7Passes.hlsl 101
SpeedTree7VertDepth SpeedTreeVertexDepthOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl 115
SpeedTree7VertDepth SpeedTreeVertexDepthOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree7Passes.hlsl 170
SpeedTree7VertDepthNormal SpeedTreeVertexDepthNormalOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree7Passes.hlsl 200
SpeedTree7VertDepthNormalBillboard SpeedTreeVertexDepthNormalOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree7BillboardPasses.hlsl 142
SpeedTree8FragDepth half4 SpeedTreeVertexDepthOutput input <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 505
SpeedTree8FragDepthNormal half4 SpeedTreeDepthNormalFragmentInput input <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 562
SpeedTree8Vert SpeedTreeVertexOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 227
SpeedTree8VertDepth SpeedTreeVertexDepthOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 288
SpeedTree8VertDepthNormal SpeedTreeVertexDepthNormalOutput SpeedTreeVertexInput input <URP>/Shaders/Nature/SpeedTree8Passes.hlsl 528
SphericalCapIntersectionSolidArea real real cosC1, real cosC2, real cosB <CORE>/ShaderLibrary/CommonLighting.hlsl 299
SphericalDot real real cosTheta1, real phi1, real cosTheta2, real phi2 <CORE>/ShaderLibrary/Common.hlsl 1597
SphericalToCartesian real3 real cosPhi, real sinPhi, real cosTheta <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 20
SphericalToCartesian real3 real phi, real cosTheta <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 27
SplatmapFinalColor void inout half4 color, half fogCoord <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 244
SplatmapMix void float4 uvMainAndLM, float4 uvSplat01, float4 uvSplat23, inout half4 splatControl, out half weight, out half4 mixedDiffuse, out half4 defaultSmoothness, inout half3 mixedNormal <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 167
SplatmapVert Varyings Attributes v <URP>/Shaders/Terrain/TerrainLitPasses.hlsl 301
SRGBToLinear real real c <CORE>/ShaderLibrary/Color.hlsl 77
SRGBToLinear real2 real2 c <CORE>/ShaderLibrary/Color.hlsl 88
SRGBToLinear real3 real3 c <CORE>/ShaderLibrary/Color.hlsl 93
SRGBToLinear real4 real4 c <CORE>/ShaderLibrary/Color.hlsl 98
SSAO half4 Varyings input <URP>/ShaderLibrary/SSAO.hlsl 348
SubtractDirectMainLightFromLightmap half3 Light mainLight, half3 normalWS, half3 bakedGI <URP>/ShaderLibrary/GlobalIllumination.hlsl 480
SurfaceDataFromGbuffer SurfaceData half4 gbuffer0, half4 gbuffer1, half4 gbuffer2, int lightingMode <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 56
SurfaceDataToGbuffer GBufferFragOutput SurfaceData surfaceData, InputData inputData, half3 globalIllumination, int lightingMode <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 44
SurfaceGradientFromPerturbedNormal real3 real3 nrmVertexNormal, real3 v <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 31
SurfaceGradientFromTangentSpaceNormalAndFromTBN real3 real3 normalTS, real3 vT, real3 vB, real scale = 1.0 <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 72
SurfaceGradientFromTBN real3 real2 deriv, real3 vT, real3 vB <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 22
SurfaceGradientFromTriplanarProjection real3 real3 nrmVertexNormal, real3 triplanarWeights, real2 deriv_xplane, real2 deriv_yplane, real2 deriv_zplane <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 49
SurfaceGradientFromVolumeGradient real3 real3 nrmVertexNormal, real3 grad <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 41
SurfaceGradientGenBasisTB void float3 nrmVertexNormal, float3 sigmaX, float3 sigmaY, float flipSign, float2 texST, out float3 vT, out float3 vB <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 6
SurfaceGradientResolveNormal real3 real3 nrmVertexNormal, real3 surfGrad <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 61
T float float A, float Ks <CORE>/ShaderLibrary/HDROutput.hlsl 578
TaaFrag half4 Varyings input <URP>/Shaders/PostProcessing/TemporalAA.shader 27
TaaFrag half4 Varyings input <URP>/Shaders/PostProcessing/TemporalAA.shader 44
TaaFrag half4 Varyings input <URP>/Shaders/PostProcessing/TemporalAA.shader 59
TaaFrag half4 Varyings input <URP>/Shaders/PostProcessing/TemporalAA.shader 74
TaaFrag half4 Varyings input <URP>/Shaders/PostProcessing/TemporalAA.shader 91
TaaFrag half4 Varyings input <URP>/Shaders/PostProcessing/TemporalAA.shader 112
TerrainBillboardGrass void inout float4 pos, float2 offset <URP>/Shaders/Terrain/WavingGrassInput.hlsl 107
TerrainFragmentMeta half4 Varyings input <URP>/Shaders/Terrain/TerrainLitMetaPass.hlsl 17
TerrainInstancing void inout float4 positionOS, inout float3 normal, inout float2 uv <URP>/Shaders/Terrain/TerrainLitInput.hlsl 143
TerrainInstancing void inout float4 positionOS, inout float3 normal <URP>/Shaders/Terrain/TerrainLitInput.hlsl 164
TerrainInstancing void inout float4 positionOS <URP>/Shaders/Terrain/TerrainLitInput.hlsl 170
TerrainLitForwardFragment half4 Varyings input <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 189
TerrainLitGBufferFragment GBufferFragOutput Varyings input <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 203
TerrainLitVertex Varyings Attributes input <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 133
TerrainVertexMeta Varyings Attributes input <URP>/Shaders/Terrain/TerrainLitMetaPass.hlsl 6
TerrainWaveGrass half4 inout float4 vertex, float waveAmount, half4 color <URP>/Shaders/Terrain/WavingGrassInput.hlsl 62
TextureNormalFiltering float float perceptualSmoothness, float avgNormalLength, float threshold <CORE>/ShaderLibrary/CommonMaterial.hlsl 263
TextureNormalVariance float float avgNormalLength <CORE>/ShaderLibrary/CommonMaterial.hlsl 241
ToFragmentOutput FragmentOutput half4 finalColor <URP>/Shaders/2D/Include/LightingUtility.hlsl 112
ToggleBit void inout uint data, uint offset <CORE>/ShaderLibrary/Common.hlsl 493
Tonemap float3 float3 colorLinear <URP>/Shaders/PostProcessing/LutBuilderHdr.shader 189
TransformGLtoDX real3 real3 v <CORE>/ShaderLibrary/Sampling/Sampling.hlsl 38
TransformNormalizedScreenUV void inout float2 uv <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 556
TransformObjectToHClip float4 float3 positionOS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 108
TransformObjectToTangent real3 real3 dirOS, real3x3 tangentToWorld <CORE>/ShaderLibrary/SpaceTransforms.hlsl 332
TransformObjectToWorld float3 float3 positionOS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 79
TransformObjectToWorldDir float3 float3 dirOS, bool doNormalize = true <CORE>/ShaderLibrary/SpaceTransforms.hlsl 127
TransformObjectToWorldNormal float3 float3 normalOS, bool doNormalize = true <CORE>/ShaderLibrary/SpaceTransforms.hlsl 199
TransformScreenUV void inout float2 uv, float screenHeight <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 542
TransformScreenUV void inout float2 uv <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 549
TransformTangentToObject real3 real3 dirTS, real3x3 tangentToWorld <CORE>/ShaderLibrary/SpaceTransforms.hlsl 324
TransformTangentToWorld real3 float3 normalTS, real3x3 tangentToWorld, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 239
TransformTangentToWorldDir real3 real3 dirWS, real3x3 tangentToWorld, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 295
TransformViewToWorld float3 float3 positionVS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 102
TransformViewToWorldDir real3 real3 dirVS, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 165
TransformViewToWorldNormal real3 real3 normalVS, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 182
TransformWorldToHClip float4 float3 positionWS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 115
TransformWorldToHClipDir real3 real3 directionWS, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 189
TransformWorldToObject float3 float3 positionWS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 88
TransformWorldToObjectDir float3 float3 dirWS, bool doNormalize = true <CORE>/ShaderLibrary/SpaceTransforms.hlsl 141
TransformWorldToObjectNormal float3 float3 normalWS, bool doNormalize = true <CORE>/ShaderLibrary/SpaceTransforms.hlsl 214
TransformWorldToShadowCoord float4 float3 positionWS <URP>/ShaderLibrary/Shadows.hlsl 356
TransformWorldToTangent real3 real3 normalWS, real3x3 tangentToWorld, bool doNormalize = true <CORE>/ShaderLibrary/SpaceTransforms.hlsl 253
TransformWorldToTangentDir real3 real3 dirWS, real3x3 tangentToWorld, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 283
TransformWorldToView float3 float3 positionWS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 97
TransformWorldToViewDir real3 real3 dirWS, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 155
TransformWorldToViewNormal real3 real3 normalWS, bool doNormalize = false <CORE>/ShaderLibrary/SpaceTransforms.hlsl 175
TransformWViewToHClip float4 float3 positionVS <CORE>/ShaderLibrary/SpaceTransforms.hlsl 121
TransmittanceColorAtDistanceToAbsorption real3 real3 transmittanceColor, real atDistance <CORE>/ShaderLibrary/VolumeRendering.hlsl 415
TransmittanceFromOpticalDepth float float opticalDepth <CORE>/ShaderLibrary/VolumeRendering.hlsl 12
TransmittanceFromOpticalDepth float3 float3 opticalDepth <CORE>/ShaderLibrary/VolumeRendering.hlsl 17
TransmittanceHeightFog float real baseExtinction, real baseHeight, real2 heightExponents, real cosZenith, real startHeight, real intervalLength <CORE>/ShaderLibrary/VolumeRendering.hlsl 180
TransmittanceHeightFog float real baseExtinction, real baseHeight, real2 heightExponents, real cosZenith, real startHeight <CORE>/ShaderLibrary/VolumeRendering.hlsl 188
TransmittanceHomogeneousMedium real real extinction, real intervalLength <CORE>/ShaderLibrary/VolumeRendering.hlsl 110
TransmittanceIntegralHomogeneousMedium real real extinction, real intervalLength <CORE>/ShaderLibrary/VolumeRendering.hlsl 116
TransposeQuad uint uint mask <CORE>/ShaderLibrary/Coverage.hlsl 173
TriangleCoverageMask uint2 float2 v0, float2 v1, float2 v2, bool showFrontFace, bool showBackface <CORE>/ShaderLibrary/Coverage.hlsl 398
TryGetDebugColorInvalidMode bool out half4 debugColor <URP>/ShaderLibrary/Debug/DebuggingCommon.hlsl 65
unity_to_ACES half3 half3 x <CORE>/ShaderLibrary/ACES.hlsl 168
unity_to_ACEScg half3 half3 x <CORE>/ShaderLibrary/ACES.hlsl 192
UnityBuildSamplerStateStructInternal UnitySamplerState SAMPLER(samplerstate) <CORE>/ShaderLibrary/Texture.hlsl 13
UnityBuildTexture2DArrayStructInternal UnityTexture2DArray TEXTURE2D_ARRAY_PARAM(tex, samplerstate) <CORE>/ShaderLibrary/Texture.hlsl 110
UnityBuildTexture2DStructInternal UnityTexture2D TEXTURE2D_PARAM(tex, samplerstate), float4 texelSize, float4 scaleTranslate <CORE>/ShaderLibrary/Texture.hlsl 66
UnityBuildTexture2DStructNoTexelSizeInternal UnityTexture2D TEXTURE2D_PARAM(tex, samplerstate), float4 scaleTranslate <CORE>/ShaderLibrary/Texture.hlsl 78
UnityBuildTexture3DStructInternal UnityTexture3D TEXTURE3D_PARAM(tex, samplerstate) <CORE>/ShaderLibrary/Texture.hlsl 171
UnityBuildTextureCubeStructInternal UnityTextureCube TEXTURECUBE_PARAM(tex, samplerstate) <CORE>/ShaderLibrary/Texture.hlsl 144
UnityEditorVizData void float3 positionOS, float2 uv0, float2 uv1, float2 uv2, float4 st, out float2 VizUV, out float4 LightCoord <CORE>/ShaderLibrary/MetaPass.hlsl 66
UnityEditorVizData void float3 positionOS, float2 uv0, float2 uv1, float2 uv2, out float2 VizUV, out float4 LightCoord <CORE>/ShaderLibrary/MetaPass.hlsl 79
UnityFlipSprite float3 in float3 pos, in float2 flip <URP>/Shaders/2D/Include/Core2D.hlsl 65
UnityLightFromPunctualLightDataAndWorldSpacePosition Light PunctualLightData punctualLightData, float3 positionWS, half4 shadowMask, int shadowLightIndex, bool materialFlagReceiveShadowsOff <URP>/Shaders/Utils/StencilDeferred.hlsl 113
UnityMetaFragment half4 UnityMetaInput IN <CORE>/ShaderLibrary/MetaPass.hlsl 119
UnityMetaVertexPosition float4 float3 vertex, float2 uv1, float2 uv2, float4 lightmapST, float4 dynlightmapST <CORE>/ShaderLibrary/MetaPass.hlsl 87
UnityMetaVertexPosition float4 float3 vertex, float2 uv1, float2 uv2 <CORE>/ShaderLibrary/MetaPass.hlsl 110
UnityMetaVizUV float2 int uvIndex, float2 uv0, float2 uv1, float2 uv2, float4 st <CORE>/ShaderLibrary/MetaPass.hlsl 56
UnitySetupInstanceID void uint inputInstanceID <CORE>/ShaderLibrary/UnityInstancing.hlsl 189
UnitySkinSprite float3 in float3 inputData, in uint4 blendIndices, in float4 blendWeights, in float offset, in float w <URP>/Shaders/2D/Include/Core2D.hlsl 70
UniversalFragmentBakedLit half4 InputData inputData, SurfaceData surfaceData <URP>/ShaderLibrary/Lighting.hlsl 484
UniversalFragmentBakedLit half4 InputData inputData, half3 color, half alpha, half3 normalTS <URP>/ShaderLibrary/Lighting.hlsl 507
UniversalFragmentBlinnPhong half4 InputData inputData, SurfaceData surfaceData <URP>/ShaderLibrary/Lighting.hlsl 398
UniversalFragmentBlinnPhong half4 InputData inputData, half3 diffuse, half4 specularGloss, half smoothness, half3 emission, half alpha, half3 normalTS <URP>/ShaderLibrary/Lighting.hlsl 463
UniversalFragmentMeta half4 Varyings fragIn, MetaInput metaInput <URP>/ShaderLibrary/UniversalMetaPass.hlsl 37
UniversalFragmentMetaLit half4 Varyings input <URP>/Shaders/LitMetaPass.hlsl 6
UniversalFragmentMetaSimple half4 Varyings input <URP>/Shaders/SimpleLitMetaPass.hlsl 6
UniversalFragmentMetaUnlit half4 Varyings input <URP>/Shaders/UnlitMetaPass.hlsl 6
UniversalFragmentPBR half4 InputData inputData, SurfaceData surfaceData <URP>/ShaderLibrary/Lighting.hlsl 282
UniversalFragmentPBR half4 InputData inputData, half3 albedo, half metallic, half3 specular, half smoothness, half occlusion, half3 emission, half alpha <URP>/ShaderLibrary/Lighting.hlsl 376
UniversalFragmentSixWay half4 InputData inputData, SixWaySurfaceData surfaceData <URP>/ShaderLibrary/SixWayLighting.hlsl 124
UniversalFragmentUnlit half4 InputData inputData, SurfaceData surfaceData <URP>/ShaderLibrary/Unlit.hlsl 9
UniversalFragmentUnlit half4 InputData inputData, half3 color, half alpha <URP>/ShaderLibrary/Unlit.hlsl 28
UniversalTerrainLit half4 InputData inputData, SurfaceData surfaceData <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 97
UniversalTerrainLit half4 InputData inputData, half3 albedo, half alpha <URP>/Shaders/Terrain/TerrainDetailLitPasses.hlsl 125
UniversalVertexMeta Varyings Attributes input <URP>/ShaderLibrary/UniversalMetaPass.hlsl 26
UnlitFragment half4 Varyings input <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 139
UnlitFragment half4 Varyings input <URP>/Shaders/2D/Mesh2D-Unlit-Default.shader 61
UnlitFragment float4 Varyings i <URP>/Shaders/2D/RenderAs2D-Flattening.shader 175
UnlitFragment half4 Varyings input <URP>/Shaders/2D/Sprite-Lit-Default.shader 179
UnlitFragment half4 Varyings input <URP>/Shaders/2D/Sprite-Unlit-Default.shader 67
UnlitPassFragment void Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS , out uint outRenderingLayers : SV_Target1 #endif <URP>/Shaders/UnlitForwardPass.hlsl 96
UnlitPassFragment GBufferFragOutput Varyings input <URP>/Shaders/UnlitGBufferPass.hlsl 64
UnlitPassVertex Varyings Attributes input <URP>/Shaders/UnlitForwardPass.hlsl 62
UnlitPassVertex Varyings Attributes input <URP>/Shaders/UnlitGBufferPass.hlsl 45
UnlitVertex Varyings Attributes input <URP>/Shaders/2D/Mesh2D-Lit-Default.shader 134
UnlitVertex Varyings Attributes input <URP>/Shaders/2D/Mesh2D-Unlit-Default.shader 56
UnlitVertex Varyings Attributes attributes <URP>/Shaders/2D/RenderAs2D-Flattening.shader 165
UnlitVertex Varyings Attributes input <URP>/Shaders/2D/Sprite-Lit-Default.shader 168
UnlitVertex Varyings Attributes input <URP>/Shaders/2D/Sprite-Unlit-Default.shader 56
Unpack2Byte real2 real inputs <CORE>/ShaderLibrary/Packing.hlsl 404
Unpack888ToFloat2 float2 float3 x <CORE>/ShaderLibrary/Packing.hlsl 555
Unpack888UIntToFloat2 float2 uint3 x <CORE>/ShaderLibrary/Packing.hlsl 544
Unpack8ToFloat2 float2 float f <CORE>/ShaderLibrary/Packing.hlsl 573
UnpackByte uint real f <CORE>/ShaderLibrary/Packing.hlsl 364
UnpackDerivativeNormalAG real2 real4 packedNormal, real scale = 1.0 <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 88
UnpackDerivativeNormalRGB real2 real4 packedNormal, real scale = 1.0 <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 79
UnpackDerivativeNormalRGorAG real2 real4 packedNormal, real scale = 1.0 <CORE>/ShaderLibrary/NormalSurfaceGradient.hlsl 97
UnpackFloatFromR8G8 real real2 f <CORE>/ShaderLibrary/Packing.hlsl 518
UnpackFloatInt void real val, real maxi, real precision, out real f, out uint i <CORE>/ShaderLibrary/Packing.hlsl 431
UnpackFloatInt10bit void real val, real maxi, out real f, out uint i <CORE>/ShaderLibrary/Packing.hlsl 461
UnpackFloatInt16bit void real val, real maxi, out real f, out uint i <CORE>/ShaderLibrary/Packing.hlsl 471
UnpackFloatInt8bit void real val, real maxi, out real f, out uint i <CORE>/ShaderLibrary/Packing.hlsl 451
UnpackFromLogLuv real3 real4 vLogLuv <CORE>/ShaderLibrary/Packing.hlsl 254
UnpackFromR10G10B10A2 real4 uint rgba <CORE>/ShaderLibrary/Packing.hlsl 500
UnpackFromR11G11B10f float3 uint rgb <CORE>/ShaderLibrary/Packing.hlsl 280
UnpackFromR5G6B5 float3 float2 rgb <CORE>/ShaderLibrary/Packing.hlsl 600
UnpackFromR7G7B6 float3 uint rgb <CORE>/ShaderLibrary/Packing.hlsl 616
UnpackFromR8G8B8A8 float4 uint rgba <CORE>/ShaderLibrary/Packing.hlsl 587
UnpackGBufferMaterialFlags uint float packedMaterialFlags <URP>/ShaderLibrary/GBufferCommon.hlsl 113
UnpackGBufferNormal half3 half3 packedNormalWS <URP>/ShaderLibrary/GBufferCommon.hlsl 127
UnpackGBufferNormal half3 half3 packedNormalWS <URP>/ShaderLibrary/GBufferCommon.hlsl 139
UnpackGBuffers GBufferData uint2 unCoord2 <URP>/ShaderLibrary/GBufferInput.hlsl 104
UnpackHeightmap real real4 height <CORE>/ShaderLibrary/Common.hlsl 1519
UnpackHeightmap real real4 height <CORE>/ShaderLibrary/Common.hlsl 1534
UnpackInt uint real f, uint numBits <CORE>/ShaderLibrary/Packing.hlsl 351
UnpackLightmapDoubleLDR real3 real4 encodedColor, real4 decodeInstructions <CORE>/ShaderLibrary/EntityLighting.hlsl 176
UnpackLightmapRGBM real3 real4 rgbmInput, real4 decodeInstructions <CORE>/ShaderLibrary/EntityLighting.hlsl 167
UnpackMaterialFlags uint float packedMaterialFlags <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 141
UnpackNormal real3 real4 packedNormal <CORE>/ShaderLibrary/Packing.hlsl 207
UnpackNormal half3 half3 pn <URP>/ShaderLibrary/UnityGBuffer.deprecated.hlsl 153
UnpackNormalAG real3 real4 packedNormal, real scale = 1.0 <CORE>/ShaderLibrary/Packing.hlsl 181
UnpackNormalHemiOctEncode real3 real2 f <CORE>/ShaderLibrary/Packing.hlsl 94
UnpackNormalMapRGorAG real3 real4 packedNormal, real scale = 1.0 <CORE>/ShaderLibrary/Packing.hlsl 199
UnpackNormalMaxComponent real3 real3 n <CORE>/ShaderLibrary/Packing.hlsl 17
UnpackNormalOctQuadEncode float3 float2 f <CORE>/ShaderLibrary/Packing.hlsl 71
UnpackNormalOctRectEncode real3 real2 f <CORE>/ShaderLibrary/Packing.hlsl 40
UnpackNormalRGB real3 real4 packedNormal, real scale = 1.0 <CORE>/ShaderLibrary/Packing.hlsl 168
UnpackNormalRGBNoScale real3 real4 packedNormal <CORE>/ShaderLibrary/Packing.hlsl 176
UnpackNormalScale real3 real4 packedNormal, real bumpScale <CORE>/ShaderLibrary/Packing.hlsl 220
UnpackNormalTetraEncode real3 real2 f, uint faceIndex <CORE>/ShaderLibrary/Packing.hlsl 159
UnpackQuat real4 real4 packedQuat <CORE>/ShaderLibrary/Packing.hlsl 324
UnpackShort uint real f <CORE>/ShaderLibrary/Packing.hlsl 376
UnpackUIntToFloat real uint src, uint offset, uint numBits <CORE>/ShaderLibrary/Packing.hlsl 486
Unquantize10 float3 float3 x <CORE>/ShaderLibrary/BC6H.hlsl 38
Unquantize7 float3 float3 x <CORE>/ShaderLibrary/BC6H.hlsl 28
Unquantize9 float3 float3 x <CORE>/ShaderLibrary/BC6H.hlsl 33
UpdateSurfaceAndInputDataForDebug bool inout SurfaceData surfaceData, inout InputData inputData <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 50
Upsample half3 float2 uv <URP>/Shaders/PostProcessing/Bloom.shader 164
URP_FirstBitLow uint uint m <URP>/ShaderLibrary/ShaderVariablesFunctions.hlsl 595
uvToGamut float3 float2 uv <URP>/Shaders/Debug/HDRDebugView.shader 37
V_Ashikhmin real real NdotL, real NdotV <CORE>/ShaderLibrary/BSDF.hlsl 611
V_Charlie real real NdotL, real NdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 602
V_SmithJointGGX real real NdotL, real NdotV, real roughness, real partLambdaV <CORE>/ShaderLibrary/BSDF.hlsl 232
V_SmithJointGGX real real NdotL, real NdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 249
V_SmithJointGGXAniso real real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB, real partLambdaV <CORE>/ShaderLibrary/BSDF.hlsl 331
V_SmithJointGGXAniso real real TdotV, real BdotV, real NdotV, real TdotL, real BdotL, real NdotL, real roughnessT, real roughnessB <CORE>/ShaderLibrary/BSDF.hlsl 339
V_SmithJointGGXApprox real real NdotL, real NdotV, real roughness, real partLambdaV <CORE>/ShaderLibrary/BSDF.hlsl 290
V_SmithJointGGXApprox real real NdotL, real NdotV, real roughness <CORE>/ShaderLibrary/BSDF.hlsl 300
ValuesAbovePaperWhite float3 half4 color, float2 uv <URP>/Shaders/Debug/HDRDebugView.shader 57
VanDerCorputBase2 real uint i <CORE>/ShaderLibrary/Sampling/Hammersley.hlsl 23
VarianceToRoughness real real variance <CORE>/ShaderLibrary/CommonMaterial.hlsl 169
vert Varyings Attributes input <URP>/ShaderLibrary/ObjectMotionVectors.hlsl 58
vert Varyings Attributes attributes <URP>/Shaders/2D/Light2D.shader 119
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Projected.shader 44
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Projected.shader 92
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Shadow-Geometry.shader 40
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Shadow-Sprite.shader 50
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 49
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Unshadow-Geometry.shader 98
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 57
vert Varyings Attributes v <URP>/Shaders/2D/Shadow2D-Unshadow-Sprite.shader 122
Vert Varyings Attributes input <URP>/Shaders/BRGPicking.shader 57
Vert Varyings Attributes input <URP>/Shaders/BRGPicking.shader 120
vert Varyings Attributes input <URP>/Shaders/CameraMotionVectors.shader 41
vert Varyings Attributes input <URP>/Shaders/Debug/DebugReplacement.shader 65
vert Varyings Attributes input <URP>/Shaders/SpatialMappingOcclusion.shader 41
vert v2g Attributes input <URP>/Shaders/SpatialMappingWireframe.shader 47
Vert Varyings Attributes input <URP>/Shaders/Terrain/TerrainDetailLit.shader 117
Vert Varyings Attributes IN <URP>/Shaders/Terrain/TerrainLitBasemapGen.shader 63
Vert Varyings Attributes IN <URP>/Shaders/Terrain/TerrainLitBasemapGen.shader 145
vert v2f appdata_t v <URP>/Shaders/Utils/FallbackError.shader 49
vert v2f appdata_t v <URP>/Shaders/Utils/FallbackLoading.shader 50
vert v2f appdata_t v <URP>/Shaders/Utils/MaterialError.shader 44
vert Varyings Attributes input <URP>/Shaders/Utils/Universal2D.hlsl 18
Vert Varyings Attributes input <URP>/Shaders/XR/XRMotionVector.shader 59
Vert Varyings Attributes input <URP>/Shaders/XR/XROcclusionMesh.shader 31
vert_point Varyings Attributes a, PerLight2D light <URP>/Shaders/2D/Light2D.shader 100
vert_shape Varyings Attributes a, PerLight2D light <URP>/Shaders/2D/Light2D.shader 74
VertBlend VaryingsBlend Attributes input <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 83
VertCMB VaryingsCMB Attributes input <URP>/Shaders/PostProcessing/CameraMotionBlur.shader 36
VertEdge VaryingsEdge Attributes input <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 49
Vertex Varyings Attributes input <URP>/Shaders/Utils/FogDeferred.hlsl 22
Vertex Varyings Attributes input <URP>/Shaders/Utils/StencilDeferred.hlsl 31
VertexFullScreen Varyings Attributes input <URP>/Shaders/Utils/ClusterDeferred.hlsl 26
VertexLighting half3 float3 positionWS, half3 normalWS <URP>/ShaderLibrary/Lighting.hlsl 126
VerticalBlur half4 Varyings input <URP>/ShaderLibrary/SSAO.hlsl 519
VerticalGaussianBlur half4 Varyings input <URP>/ShaderLibrary/SSAO.hlsl 583
VertNeighbor VaryingsNeighbor Attributes input <URP>/Shaders/PostProcessing/SubpixelMorphologicalAntialiasingBridge.hlsl 116
vertParticleEditor VaryingsParticle AttributesParticle input <URP>/Shaders/Particles/ParticlesEditorPass.hlsl 17
vertParticleUnlit VaryingsParticle AttributesParticle input <URP>/Shaders/Particles/ParticlesUnlitForwardPass.hlsl 88
VertQuad Varyings Attributes input <URP>/Shaders/XR/XRMirrorView.hlsl 32
VertVFX void #if NULL_GEOMETRY_INPUT uint vertexID : VERTEXID_SEMANTIC , uint instanceID : INSTANCEID_SEMANTIC #else Attributes input #endif #if (SHADERPASS == SHADERPASS_MOTION_VECTORS || SHADERPASS == SHADERPASS_XR_MOTION_VECTORS) , out PackedMotionVectorPassVaryings packedMvOutput #endif , out PackedVaryings packedOutput <URP>/ShaderLibrary/VisualEffectVertex.hlsl 2
VertVisibilityMeshXR Varyings AttributesXR IN <URP>/Shaders/XR/XRVisibilityMeshHelper.hlsl 11
ViewSpacePosAtPixelPosition float3 float2 positionSS, float deviceDepth <URP>/ShaderLibrary/NormalReconstruction.hlsl 29
ViewSpacePosAtPixelPosition float3 float2 positionSS <URP>/ShaderLibrary/NormalReconstruction.hlsl 50
ViewSpacePosAtScreenUV float3 float2 uv, float deviceDepth <URP>/ShaderLibrary/NormalReconstruction.hlsl 23
ViewSpacePosAtScreenUV float3 float2 uv <URP>/ShaderLibrary/NormalReconstruction.hlsl 43
VirtualTexturingLookup int in GraniteConstantBuffers grCB, in GraniteTranslationTexture translationTable, in VtInputParameters input, out GraniteLookupData graniteLookupData, out float4 resolveResult <CORE>/ShaderLibrary/VirtualTexturing.hlsl 34
VirtualTexturingSample int in GraniteTilesetConstantBuffer tsCB, in GraniteLookupData graniteLookupData, in GraniteCacheTexture cacheTexture, in int layer, in int levelMode, in int quality, out float4 result <CORE>/ShaderLibrary/VirtualTexturing.hlsl 181
WavingGrassBillboardVert GrassVertexOutput GrassVertexInput v <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 176
WavingGrassVert GrassVertexOutput GrassVertexInput v <URP>/Shaders/Terrain/WavingGrassPasses.hlsl 159
while [loop] it.tileMask == 0 && (it.entityIndexNextMax & 0xFFFF) <= maxIndex <URP>/ShaderLibrary/Clustering.hlsl 117
while [loop] ClusterNext(it, entityIndex) <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 258
while [loop] ClusterNext(it, entityIndex) <URP>/ShaderLibrary/Debug/Debugging3D.hlsl 263
while [loop] ClusterNext(it, probeIndex) && totalWeight < 0.99f <URP>/ShaderLibrary/GlobalIllumination.hlsl 295
while [loop] ClusterNext(_urp_internal_clusterIterator, lightIndex) <URP>/ShaderLibrary/RealtimeLights.hlsl 31
WorkingSpaceToScene half4 half4 src <URP>/Shaders/PostProcessing/TemporalAA.hlsl 134
WorkingToPerceptual float4 float4 c <URP>/Shaders/PostProcessing/TemporalAA.hlsl 90
XorShift uint inout uint rngState <CORE>/ShaderLibrary/Random.hlsl 102
xyY_2_XYZ half3 half3 xyY <CORE>/ShaderLibrary/ACES.hlsl 724
xyYtoXYZ float3 float3 xyY <CORE>/ShaderLibrary/Color.hlsl 307
XYZ_2_xyY half3 half3 XYZ <CORE>/ShaderLibrary/ACES.hlsl 718
XYZtoxy float2 float3 XYZ <CORE>/ShaderLibrary/Color.hlsl 320
Y_2_linCV half3 half3 Y, half Ymax, half Ymin <CORE>/ShaderLibrary/ACES.hlsl 713
YCoCgCheckBoardEdgeFilter real real centerLum, real2 a0, real2 a1, real2 a2, real2 a3 <CORE>/ShaderLibrary/Color.hlsl 240
YCoCgToRGB real3 real3 YCoCg <CORE>/ShaderLibrary/Color.hlsl 224

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