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// Forward pass
Pass
{
Name ${VFXPassForward}
Tags { "LightMode"=${VFXPassForward} }
${VFXStencilForward}
HLSLPROGRAM
#pragma target 4.5
struct ps_input
{
float4 pos : SV_POSITION;
#if VFX_NEEDS_COLOR_INTERPOLATOR
nointerpolation float4 color : COLOR0;
#endif
#if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT
// x: inverse soft particles fade distance
// y: alpha threshold
// z: exposure weight
nointerpolation float3 builtInInterpolants : TEXCOORD1;
#endif
UNITY_VERTEX_OUTPUT_STEREO
VFX_VERTEX_OUTPUT_INSTANCE_INDEX
};
struct ps_output
{
float4 color : SV_Target0;
};
#define VFX_VARYING_PS_INPUTS ps_input
#define VFX_VARYING_POSCS pos
#define VFX_VARYING_COLOR color.rgb
#define VFX_VARYING_ALPHA color.a
#define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x
#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y
#if USE_EXPOSURE_WEIGHT
#define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z
#endif
${VFXPassForwardDefine}
${VFXInclude("Shaders/ParticleHexahedron/Pass.template")}
#pragma fragment frag
ps_output frag(ps_input i)
{
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = i.VFX_VARYINGS_INSTANCE_ACTIVE_INDEX;
${VFXLoadGraphValues}
#endif
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
ps_output o = (ps_output)0;
VFXTransformPSInputs(i);
o.color = VFXGetFragmentColor(i);
o.color = VFXApplyPreExposure(o.color, i);
o.color = VFXApplyFog(o.color,i);
VFXClipFragmentColor(o.color.a,i);
o.color.a = saturate(o.color.a);
o.color = VFXTransformFinalColor(o.color,i);
return o;
}
ENDHLSL
}