// Use this shader as a fallback when trying to render using a BatchRendererGroup with a shader that doesn't define a ScenePickingPass or SceneSelectionPass.
Shader "Hidden/Universal Render Pipeline/BRGPicking"
{
    // The shader does not use these properties, but they have to be declared to
    // make the shader SRP Batcher compatible.
    Properties
    {
        [HideInInspector] [MainTexture] _BaseMap("Albedo", 2D) = "white" {}
        [HideInInspector] [MainColor] _BaseColor("Color", Color) = (1,1,1,1)
        [HideInInspector] _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
    }

    SubShader
    {
        // Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
        // this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
        // material work with both Universal Render Pipeline and Builtin Unity Pipeline
        Tags{"RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "ShaderModel"="4.5"}
        LOD 300

        Pass
        {
            Name "ScenePickingPass"
            Tags { "LightMode" = "Picking" }

            Cull [_CullMode]

            HLSLPROGRAM

            #pragma target 4.5
            #pragma exclude_renderers gles

            #pragma editor_sync_compilation
            #pragma multi_compile DOTS_INSTANCING_ON

            #pragma vertex Vert
            #pragma fragment Frag

            #define SCENEPICKINGPASS

            float4 _SelectionID;

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

            struct Attributes
            {
                float4 positionOS : POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float4 positionCS : SV_POSITION;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            Varyings Vert(Attributes input)
            {
                Varyings output = (Varyings)0;
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_TRANSFER_INSTANCE_ID(input, output);

                float4x4 objectToWorld = UNITY_DOTS_MATRIX_M;

                float4 positionWS = mul(objectToWorld, float4(input.positionOS.xyz, 1.0));
                output.positionCS = mul(unity_MatrixVP, positionWS);

                return output;
            }

            half4 Frag(Varyings input) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(input);
                return unity_SelectionID;
            }

            ENDHLSL
        }

        Pass
        {
            Name "SceneSelectionPass"
            Tags {"LightMode" = "SceneSelectionPass"}

            Cull [_CullMode]

            HLSLPROGRAM

            #pragma target 4.5
            #pragma exclude_renderers gles

            #pragma editor_sync_compilation

            #pragma multi_compile DOTS_INSTANCING_ON

            #pragma vertex Vert
            #pragma fragment Frag

            #define SCENESELECTIONPASS

            int _ObjectId;
            int _PassValue;

            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"

            struct Attributes
            {
                float4 positionOS : POSITION;
                float2 texcoord   : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct Varyings
            {
                float4 positionCS : SV_POSITION;
                float2 uv         : TEXCOORD0;
                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            Varyings Vert(Attributes input)
            {
                Varyings output = (Varyings)0;
                UNITY_SETUP_INSTANCE_ID(input);
                UNITY_TRANSFER_INSTANCE_ID(input, output);

                output.positionCS = TransformObjectToHClip(input.positionOS.xyz);
                output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);

                return output;
            }

            half4 Frag(Varyings input) : SV_Target
            {
                UNITY_SETUP_INSTANCE_ID(input);
                return half4(_ObjectId, _PassValue, 1.0, 1.0);
            }

            ENDHLSL
        }
    }

    FallBack Off
}