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70 lines
1.9 KiB

Pass
{
Name "DBufferMesh"
Tags {"LightMode"="DBufferVFX"}
Cull Front
ZWrite Off
ZTest Greater
// using alpha compositing https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
Blend 0 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 1 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 2 SrcAlpha OneMinusSrcAlpha, Zero OneMinusSrcAlpha
Blend 3 Zero OneMinusSrcColor
ColorMask ${VFXDecalColorMask0}
ColorMask ${VFXDecalColorMask1} 1
ColorMask ${VFXDecalColorMask2} 2
ColorMask ${VFXDecalColorMask3} 3
HLSLPROGRAM
#pragma target 4.5
#pragma multi_compile _ RENDERING_LAYERS
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment DECALS_3RT DECALS_4RT
#pragma multi_compile_fragment _ DECAL_SURFACE_GRADIENT
#define UNITY_MATERIAL_LIT
${VFXIncludeRP("VFXDecalVaryings.template")}
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/NormalSurfaceGradient.hlsl"
struct ps_input
{
float4 pos : SV_POSITION;
${VFXHDRPDecalDeclareVaryings}
UNITY_VERTEX_OUTPUT_STEREO
};
${VFXHDRPDecalVaryingsMacros}
${VFXBegin:VFXVertexAdditionalProcess}
${VFXHDRPDecalFillVaryings}
${VFXEnd}
${VFXInclude("Shaders/ParticleHexahedron/Pass.template")}
#define SHADERPASS SHADERPASS_VFX_DBUFFER_PROJECTOR
${VFXIncludeRP("VFXDecal.template")}
#pragma fragment frag
void frag(ps_input i, OUTPUT_DBUFFER(outDBuffer))
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = i.VFX_VARYINGS_INSTANCE_ACTIVE_INDEX;
${VFXLoadGraphValues}
#endif
//TODO Ludovic: pass graphValues here
VFXComputePixelOutputToDBuffer(i,outDBuffer);
}
ENDHLSL
}