${VFXBegin:VFXPassDepth}"DepthForwardOnly"${VFXEnd} ${VFXBegin:VFXPassForward}"ForwardOnly"${VFXEnd} ${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd} ${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd} ${VFXBegin:VFXPassDepthDefine} #define SHADERPASS SHADERPASS_DEPTH_ONLY #if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION #define SCENESELECTIONPASS #elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING #define SCENEPICKINGPASS #endif ${VFXEnd} ${VFXBegin:VFXPassForwardDefine}#define SHADERPASS SHADERPASS_FORWARD_UNLIT${VFXEnd} ${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd} ${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd} ${VFXBegin:VFXPassDepthAdditionalPragma}#pragma multi_compile _ WRITE_MSAA_DEPTH${VFXEnd} ${VFXBegin:VFXPassForwardAdditionalPragma}#pragma multi_compile _ DEBUG_DISPLAY${VFXEnd} ${VFXBegin:VFXPassVelocityAdditionalPragma}#pragma multi_compile _ WRITE_MSAA_DEPTH${VFXEnd} ${VFXBegin:VFXPassFullScreenDebugCommonVertex} #if !defined(SHADER_API_METAL) if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_VERTEX_DENSITY) IncrementVertexDensityCounter(o.VFX_VARYING_POSCS); #endif ${VFXEnd} ${VFXBegin:VFXPassFullScreenDebugCommonFragment} #pragma fragment frag [earlydepthstencil] void frag(ps_input i #if defined(PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER) , uint primitiveId : SV_PrimitiveID #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); VFXTransformPSInputs(i); VFX_FRAG_SETUP_INSTANCE_ID(i); #ifdef PLATFORM_SUPPORTS_PRIMITIVE_ID_IN_PIXEL_SHADER if (_DebugFullScreenMode == FULLSCREENDEBUGMODE_QUAD_OVERDRAW) { IncrementQuadOverdrawCounter((uint2)i.VFX_VARYING_POSCS.xy, primitiveId); } #endif } ${VFXEnd}