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106 lines
2.6 KiB
106 lines
2.6 KiB
#pragma target 4.5
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#if SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY || defined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_OUTPUT_UNLIT_VERTEX_SHADER
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#define NEEDS_NORMAL 1
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#endif
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#if SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY
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#define NEEDS_TANGENT 1
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#endif
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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 : TEXCOORD1;
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#endif
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#if VFX_SHADERGRAPH_HAS_UV2
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float4 uv2 : TEXCOORD2;
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#endif
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#if VFX_SHADERGRAPH_HAS_UV3
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float4 uv3 : TEXCOORD3;
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#endif
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#if VFX_SHADERGRAPH_HAS_COLOR
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float4 vertexColor : COLOR;
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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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nointerpolation float3 builtInInterpolants : TEXCOORD4;
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#endif
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#if USE_FLIPBOOK_MOTIONVECTORS
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// x: motion vectors scale X
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// y: motion vectors scale Y
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nointerpolation float2 builtInInterpolants2 : TEXCOORD5;
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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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${VFXAdditionalInterpolantsDeclaration}
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#if NEEDS_NORMAL
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float3 normal : TEXCOORD9;
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#endif
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#if NEEDS_TANGENT
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float4 tangent : TEXCOORD10;
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#endif
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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_NEEDS_POSWS_INTERPOLATOR
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#define VFX_VARYING_POSWS posWS
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#endif
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#if NEEDS_NORMAL
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#define VFX_VARYING_NORMAL normal
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#endif
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#if NEEDS_TANGENT
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#define VFX_VARYING_TANGENT tangent
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#endif
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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 VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
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${VFXPassVelocityDefine}
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
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${VFXPassDepthDefine}
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
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${VFXPassShadowDefine}
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#endif
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${VFXInclude("Shaders/ParticleMeshes/Pass.template")}
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#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 1
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${VFXPassDepthCommonFragmentUnlit}
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