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102 lines
2.6 KiB
102 lines
2.6 KiB
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#pragma target 4.5
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#define UNITY_MATERIAL_LIT
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struct ps_input
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{
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float4 pos : SV_POSITION;
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#if USE_FLIPBOOK_INTERPOLATION
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float4 uv : TEXCOORD0;
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#else
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#if USE_FLIPBOOK_ARRAY_LAYOUT
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float3 uv : TEXCOORD0;
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#else
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float2 uv : TEXCOORD0;
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#endif
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#endif
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#if VFX_SHADERGRAPH_HAS_UV1
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float4 uv1 : COLOR2;
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#endif
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#if VFX_SHADERGRAPH_HAS_UV2
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float4 uv2 : COLOR3;
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#endif
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#if VFX_SHADERGRAPH_HAS_UV3
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float4 uv3 : COLOR4;
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#endif
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#if VFX_SHADERGRAPH_HAS_COLOR
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float4 vertexColor : COLOR1;
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#endif
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#if USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT
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// x: alpha threshold
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// y: frame blending factor
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// z: alpha
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// w: smoothness
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nointerpolation float4 builtInInterpolants : TEXCOORD1;
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#endif
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#if USE_FLIPBOOK_MOTIONVECTORS
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// x: motion vector scale u
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// y: motion vector scale v
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nointerpolation float2 builtInInterpolants2 : TEXCOORD3;
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#endif
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#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY
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float3 normal : TEXCOORD4;
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#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY
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float4 tangent : TEXCOORD5;
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#endif
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#endif
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#if VFX_NEEDS_POSWS_INTERPOLATOR
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float3 posWS : TEXCOORD6;
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#endif
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
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VFX_DECLARE_MOTION_VECTORS_STORAGE(7,8)
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#endif
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#if VFX_SIX_WAY_USE_ALPHA_REMAP
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nointerpolation float4 alphaRemap : TEXCOORD9;
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#endif
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${VFXAdditionalInterpolantsDeclaration}
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UNITY_VERTEX_OUTPUT_STEREO
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VFX_VERTEX_OUTPUT_INSTANCE_INDEX
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};
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#define VFX_VARYING_PS_INPUTS ps_input
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#define VFX_VARYING_POSCS pos
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#define VFX_VARYING_ALPHA builtInInterpolants.z
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#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x
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#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y
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#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy
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#define VFX_VARYING_UV uv
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
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#define VFX_VARYING_VELOCITY_CPOS VFX_DECLARE_MOTION_VECTORS_VARYING_NONJITTER
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#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS VFX_DECLARE_MOTION_VECTORS_VARYING_PREVIOUS
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#endif
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#if defined(WRITE_NORMAL_BUFFER) || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY
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#define VFX_VARYING_NORMAL normal
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#endif
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#ifdef WRITE_NORMAL_BUFFER
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#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w
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#endif
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#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY
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#define VFX_VARYING_TANGENT tangent
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#endif
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#if VFX_NEEDS_POSWS_INTERPOLATOR
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#define VFX_VARYING_POSWS posWS
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#endif
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#if VFX_SIX_WAY_USE_ALPHA_REMAP
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#define VFX_VARYING_ALPHA_REMAP alphaRemap
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#endif
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${VFXBegin:VFXVertexAdditionalProcess}
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${VFXHDRPLitFillVaryings}
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${VFXEnd}
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${VFXInclude("Shaders/ParticleMeshes/Pass.template")}
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${VFXPassDepthCommonFragmentLit}
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