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