rendering: remove builtin authoring register annotations
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@@ -5,13 +5,13 @@ Shader "Builtin Color Scale Post Process"
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_ColorScale ("Color Scale", Color) = (0.65,0.80,1.00,1.0)
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}
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HLSLINCLUDE
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cbuffer PostProcessConstants : register(b0)
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cbuffer PostProcessConstants
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{
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float4 gColorScale;
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};
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Texture2D gSourceColorTexture : register(t0);
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SamplerState gLinearClampSampler : register(s0);
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Texture2D gSourceColorTexture;
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SamplerState gLinearClampSampler;
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struct VSOutput
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{
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@@ -7,21 +7,21 @@ Shader "Builtin Depth Only"
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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HLSLINCLUDE
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cbuffer PerObjectConstants : register(b0)
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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};
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cbuffer MaterialConstants : register(b1)
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cbuffer MaterialConstants
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{
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float4 gBaseColorFactor;
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float4 gAlphaCutoffParams;
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};
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Texture2D BaseColorTexture : register(t0);
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SamplerState LinearClampSampler : register(s0);
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Texture2D BaseColorTexture;
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SamplerState LinearClampSampler;
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struct VSInput
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{
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@@ -8,14 +8,14 @@ Shader "Builtin Final Color"
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_ToneMappingMode ("Tone Mapping Mode", Float) = 0.0
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}
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HLSLINCLUDE
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cbuffer FinalColorConstants : register(b0)
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cbuffer FinalColorConstants
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{
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float4 gColorScale;
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float4 gFinalColorParams;
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};
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Texture2D gSourceColorTexture : register(t0);
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SamplerState gLinearClampSampler : register(s0);
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Texture2D gSourceColorTexture;
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SamplerState gLinearClampSampler;
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struct VSOutput
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{
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@@ -7,7 +7,7 @@ Shader "Builtin Forward Lit"
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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HLSLINCLUDE
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cbuffer PerObjectConstants : register(b0)
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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@@ -25,7 +25,7 @@ Shader "Builtin Forward Lit"
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float4 spotAnglesAndFlags;
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};
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cbuffer LightingConstants : register(b1)
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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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@@ -33,23 +33,23 @@ Shader "Builtin Forward Lit"
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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cbuffer MaterialConstants : register(b2)
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cbuffer MaterialConstants
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{
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float4 gBaseColorFactor;
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float4 gAlphaCutoffParams;
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};
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cbuffer ShadowReceiverConstants : register(b3)
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cbuffer ShadowReceiverConstants
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{
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float4x4 gWorldToShadowMatrix;
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float4 gShadowBiasAndTexelSize;
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float4 gShadowOptions;
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};
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Texture2D BaseColorTexture : register(t0);
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SamplerState LinearClampSampler : register(s0);
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Texture2D ShadowMapTexture : register(t1);
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SamplerState ShadowMapSampler : register(s1);
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Texture2D BaseColorTexture;
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SamplerState LinearClampSampler;
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Texture2D ShadowMapTexture;
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SamplerState ShadowMapSampler;
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struct VSInput
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{
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@@ -13,7 +13,7 @@ Shader "Builtin Object Id"
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#pragma target 4.5
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#pragma vertex MainVS
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#pragma fragment MainPS
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cbuffer PerObjectConstants : register(b0)
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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@@ -7,21 +7,21 @@ Shader "Builtin Shadow Caster"
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_MainTex ("Base Map", 2D) = "white" [Semantic(BaseColorTexture)]
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}
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HLSLINCLUDE
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cbuffer PerObjectConstants : register(b0)
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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};
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cbuffer MaterialConstants : register(b1)
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cbuffer MaterialConstants
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{
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float4 gBaseColorFactor;
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float4 gAlphaCutoffParams;
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};
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Texture2D BaseColorTexture : register(t0);
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SamplerState LinearClampSampler : register(s0);
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Texture2D BaseColorTexture;
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SamplerState LinearClampSampler;
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struct VSInput
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{
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@@ -9,7 +9,7 @@ Shader "Builtin Skybox"
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_Tex ("Cubemap (HDR)", Cube) = "white" [Semantic(SkyboxTexture)]
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}
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HLSLINCLUDE
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cbuffer EnvironmentConstants : register(b0)
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cbuffer EnvironmentConstants
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{
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float4 gSkyboxTopColor;
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float4 gSkyboxHorizonColor;
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@@ -19,15 +19,15 @@ Shader "Builtin Skybox"
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float4 gCameraForwardAndUnused;
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};
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cbuffer MaterialConstants : register(b1)
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cbuffer MaterialConstants
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{
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float4 gSkyboxTintAndExposure;
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float4 gSkyboxRotationAndMode;
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};
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Texture2D SkyboxPanoramicTexture : register(t0);
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TextureCube SkyboxTexture : register(t1);
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SamplerState LinearClampSampler : register(s0);
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Texture2D SkyboxPanoramicTexture;
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TextureCube SkyboxTexture;
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SamplerState LinearClampSampler;
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struct VSOutput
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{
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@@ -18,7 +18,7 @@ Shader "Builtin Unlit"
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#pragma target 4.5
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#pragma vertex MainVS
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#pragma fragment MainPS
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cbuffer PerObjectConstants : register(b0)
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cbuffer PerObjectConstants
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{
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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@@ -26,13 +26,13 @@ Shader "Builtin Unlit"
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float4x4 gNormalMatrix;
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};
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cbuffer MaterialConstants : register(b1)
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cbuffer MaterialConstants
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{
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float4 gBaseColorFactor;
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};
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Texture2D BaseColorTexture : register(t0);
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SamplerState LinearClampSampler : register(s0);
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Texture2D BaseColorTexture;
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SamplerState LinearClampSampler;
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struct VSInput
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{
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