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70 lines
2.2 KiB
70 lines
2.2 KiB
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialBlendModeEnum.cs.hlsl"
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#define VFX_WRITE_RENDERING_LAYERS 0
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#if VFX_BLENDMODE_ALPHA
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#define _BlendMode BLENDINGMODE_ALPHA
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#elif VFX_BLENDMODE_ADD
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#define _BlendMode BLENDINGMODE_ADDITIVE
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#elif VFX_BLENDMODE_PREMULTIPLY
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#define _BlendMode BLENDINGMODE_PREMULTIPLY
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#else
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//Opaque, doesn't really matter what we specify, but a definition is needed to avoid compilation errors.
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#define _BlendMode BLENDINGMODE_ALPHA
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#endif
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#if HDRP_LIT
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#define VFX_NEEDS_POSWS_INTERPOLATOR 1 // Needed for LPPV
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#elif IS_TRANSPARENT_PARTICLE // Fog for opaque is handled in a dedicated pass
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#define VFX_NEEDS_POSWS_INTERPOLATOR 1
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#endif
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#if HDRP_MATERIAL_TYPE_SIMPLELIT
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#define HDRP_MATERIAL_TYPE_STANDARD 1
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#define HDRP_MATERIAL_TYPE_SIMPLE 1
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#elif HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT
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#define HDRP_MATERIAL_TYPE_TRANSLUCENT 1
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#define HDRP_MATERIAL_TYPE_SIMPLE 1
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#endif
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#ifndef HDRP_ENABLE_SHADOWS
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#define _RECEIVE_SHADOWS_OFF
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#endif
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#if IS_TRANSPARENT_PARTICLE
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#define _SURFACE_TYPE_TRANSPARENT
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#endif
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#if VFX_SIX_WAY_COLOR_ABSORPTION
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#define _SIX_WAY_COLOR_ABSORPTION
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#endif
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#ifdef USE_TEXTURE2D_X_AS_ARRAY
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#define CameraBuffer Texture2DArray
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#define VFXSamplerCameraBuffer VFXSampler2DArray
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#else
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#define CameraBuffer Texture2D
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#define VFXSamplerCameraBuffer VFXSampler2D
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#endif
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#define UNITY_ACCESS_HYBRID_INSTANCED_PROP(name, type) name
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//HDRP is forcing the USING_STEREO_MATRICES define in case of compute shader (See TextureXR.hlsl)
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#define USE_MULTI_COMPILE_XR_IN_OUTPUT_UPDATE 0
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#if USE_GEOMETRY_SHADER
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#define CULL_VERTEX(o) return;
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#else
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#define CULL_VERTEX(o) { o.VFX_VARYING_POSCS.x = VFX_NAN; return o; }
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#endif
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#if HAS_STRIPS
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#define HAS_STRIPS_DATA 1
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#endif
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// Enable the support of global mip bias in the shader.
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// Only has effect if the global mip bias is enabled in shader config and DRS is enabled.
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#define SUPPORT_GLOBAL_MIP_BIAS
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