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${VFXBegin:VFXPassDepth}"DepthForwardOnly"${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}