Add shader package include dependency pipeline
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#ifndef XC_UNIVERSAL_CORE_INCLUDED
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#define XC_UNIVERSAL_CORE_INCLUDED
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#include "Packages/com.xcengine.render-pipelines.core/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.xcengine.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"
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#endif
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#ifndef XC_UNIVERSAL_INPUT_INCLUDED
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#define XC_UNIVERSAL_INPUT_INCLUDED
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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};
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#endif
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#ifndef XC_UNIVERSAL_REALTIME_LIGHTS_INCLUDED
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#define XC_UNIVERSAL_REALTIME_LIGHTS_INCLUDED
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static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData
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{
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float4 colorAndIntensity;
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float4 positionAndRange;
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float4 directionAndType;
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float4 spotAnglesAndFlags;
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};
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cbuffer LightingConstants
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{
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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float4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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#endif
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#ifndef XC_UNIVERSAL_SHADER_PASS_INCLUDED
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#define XC_UNIVERSAL_SHADER_PASS_INCLUDED
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#define XC_PASS_FORWARD_LIT "ForwardLit"
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#define XC_PASS_DEPTH_ONLY "DepthOnly"
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#define XC_PASS_SHADOW_CASTER "ShadowCaster"
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#define XC_PASS_UNLIT "Unlit"
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#endif
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#ifndef XC_UNIVERSAL_SURFACE_INPUT_INCLUDED
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#define XC_UNIVERSAL_SURFACE_INPUT_INCLUDED
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#include "Packages/com.xcengine.render-pipelines.core/ShaderLibrary/TextureSampling.hlsl"
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#include "Packages/com.xcengine.render-pipelines.core/ShaderLibrary/ShaderVariables.hlsl"
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Texture2D BaseColorTexture;
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SamplerState LinearClampSampler;
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float4 SampleBaseColor(float2 uv)
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{
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return SampleTexture2D(BaseColorTexture, LinearClampSampler, uv) * gBaseColorFactor;
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}
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#endif
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