// Forward pass Pass { Name ${VFXPassForward} Tags { "LightMode"=${VFXPassForward} } ${VFXStencilForward} HLSLPROGRAM #pragma target 4.5 struct ps_input { float4 pos : SV_POSITION; #if VFX_NEEDS_COLOR_INTERPOLATOR nointerpolation float4 color : COLOR0; #endif #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT // x: inverse soft particles fade distance // y: alpha threshold // z: exposure weight nointerpolation float3 builtInInterpolants : TEXCOORD1; #endif UNITY_VERTEX_OUTPUT_STEREO VFX_VERTEX_OUTPUT_INSTANCE_INDEX }; struct ps_output { float4 color : SV_Target0; }; #define VFX_VARYING_PS_INPUTS ps_input #define VFX_VARYING_POSCS pos #define VFX_VARYING_COLOR color.rgb #define VFX_VARYING_ALPHA color.a #define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x #define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z #endif ${VFXPassForwardDefine} ${VFXInclude("Shaders/ParticleHexahedron/Pass.template")} #pragma fragment frag ps_output frag(ps_input i) { #if VFX_USE_GRAPH_VALUES uint instanceActiveIndex = i.VFX_VARYINGS_INSTANCE_ACTIVE_INDEX; ${VFXLoadGraphValues} #endif UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); ps_output o = (ps_output)0; VFXTransformPSInputs(i); o.color = VFXGetFragmentColor(i); o.color = VFXApplyPreExposure(o.color, i); o.color = VFXApplyFog(o.color,i); VFXClipFragmentColor(o.color.a,i); o.color.a = saturate(o.color.a); o.color = VFXTransformFinalColor(o.color,i); return o; } ENDHLSL }