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Pass
{
Name "${VFXHDRPForwardPassName}"
Tags { "LightMode"="${VFXHDRPForwardPassName}"}
${VFXStencilForward}
HLSLPROGRAM
#pragma target 4.5
#define UNITY_MATERIAL_LIT
#define LIGHTLOOP_TILE_PASS
${VFXHDRPForwardDefines}
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile_fragment PUNCTUAL_SHADOW_LOW PUNCTUAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_HIGH
#pragma multi_compile_fragment DIRECTIONAL_SHADOW_LOW DIRECTIONAL_SHADOW_MEDIUM DIRECTIONAL_SHADOW_HIGH
#pragma multi_compile_fragment AREA_SHADOW_MEDIUM AREA_SHADOW_HIGH
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DEBUG_DISPLAY
${VFXIncludeRP("VFXLitVaryings.template")}
struct ps_input
{
float4 pos : SV_POSITION;
${VFXHDRPLitDeclareVaryings}
#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || VFX_FEATURE_MOTION_VECTORS_FORWARD
// x: inverse soft particles fade distance
// y: alpha threshold
nointerpolation float3 builtInInterpolants : TEXCOORD1;
#endif
#if HDRP_NEEDS_UVS
nointerpolation uint faceID : TEXCOORD2;
#endif
float3 offsets : TEXCOORD3;
nointerpolation float3 rotX : TEXCOORD4;
nointerpolation float3 rotY : TEXCOORD5;
float3 posWS : TEXCOORD8; // Needed for fog
${VFXAdditionalInterpolantsDeclaration}
UNITY_VERTEX_OUTPUT_STEREO
};
struct ps_output
{
float4 color : SV_Target0;
};
${VFXHDRPLitVaryingsMacros}
#define VFX_VARYING_PS_INPUTS ps_input
#define VFX_VARYING_POSCS pos
#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x
#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y
#define VFX_VARYING_OFFSETS offsets
#define VFX_VARYING_ROTX rotX
#define VFX_VARYING_ROTY rotY
#if HDRP_NEEDS_UVS
#define VFX_VARYING_FACEID faceID
#endif
#define VFX_VARYING_POSWS posWS
${VFXBegin:VFXVertexAdditionalProcess}
${VFXHDRPLitFillVaryings}
${VFXEnd}
${VFXInclude("Shaders/ParticleHexahedron/Pass.template")}
#define SHADERPASS SHADERPASS_FORWARD
${VFXIncludeRP("VFXLit.template")}
${SHADERGRAPH_PIXEL_CODE_FORWARD}
#pragma fragment frag
void frag(ps_input i
, out float4 outColor : SV_Target0
#if USE_DOUBLE_SIDED
, bool frontFace : SV_IsFrontFace
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
VFXTransformPSInputs(i);
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = i.VFX_VARYINGS_INSTANCE_ACTIVE_INDEX;
${VFXLoadGraphValues}
#endif
#if !USE_DOUBLE_SIDED
const bool frontFace = true;
#endif
const float faceMul = frontFace ? 1.0f : -1.0f;
float3 normalWS;
const VFXUVData uvData = GetUVData(i,VFXCubeGetUV(i));
#if USE_NORMAL_MAP
float3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);
normalWS = VFXCubeTransformNormalTS(i,n,frontFace);
normalWS = lerp(VFXCubeGetLocalNormal(i) * faceMul,normalWS,i.materialProperties.z);
#else
normalWS = VFXCubeGetLocalNormal(i) * faceMul;
#endif
normalWS = VFXCubeTransformNormalWS(i,normalWS);
normalWS = normalize(normalWS);
outColor = VFXGetPixelOutputForward(i,normalWS,uvData, true);
}
ENDHLSL
}