Files

102 lines
3.0 KiB
Plaintext

#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
${VFXPassVelocityDefine}
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
${VFXPassShadowDefine}
#else
${VFXPassDepthDefine}
#endif
${VFXIncludeRP("VFXLit.template")}
#if defined(WRITE_NORMAL_BUFFER)
${SHADERGRAPH_PIXEL_CODE_DEPTHNORMALS}
#else
${SHADERGRAPH_PIXEL_CODE_DEPTHONLY}
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
int _ObjectId;
int _PassValue;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
float4 _SelectionID;
#endif
#pragma fragment frag
void frag(ps_input i
#if USE_DOUBLE_SIDED
, bool frontFace : SV_IsFrontFace
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
, out float4 outMotionVector : SV_Target0
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
#if defined(WRITE_NORMAL_BUFFER)
, out float4 outNormalBuffer : SV_Target0
, out float4 outDepthColor : SV_Target1
#else
, out float4 outDepthColor : SV_Target0
#endif
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
, out float4 outColor : SV_Target0
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
VFXTransformPSInputs(i);
${VFXComputeNormalWS}
#ifdef VFX_SHADERGRAPH
${VFXAdditionalInterpolantsPreparation}
#if defined(WRITE_NORMAL_BUFFER)
${SHADERGRAPH_PIXEL_CALL_DEPTHNORMALS}
#else
${SHADERGRAPH_PIXEL_CALL_DEPTHONLY}
#endif
float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA};
#else
float alpha = VFXGetFragmentColor(i).a;
#if URP_USE_BASE_COLOR_MAP_ALPHA
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;
#endif
#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
#ifndef VFX_VARYING_NORMAL
const VFXUVData uvData = GetUVData(i);
#endif
alpha *= SampleTexture(VFX_SAMPLER(positiveAxesLightmap),uvData).a;
#if defined(VFX_VARYING_ALPHA_REMAP)
alpha = SampleCurve(i.VFX_VARYING_ALPHA_REMAP, alpha);
#endif
#endif
#endif
VFXClipFragmentColor(alpha,i);
#if defined(WRITE_NORMAL_BUFFER)
#ifdef VFX_SHADERGRAPH
#if HAS_SHADERGRAPH_PARAM_NORMALTS
float3 n = OUTSG.${SHADERGRAPH_PARAM_NORMALTS};
normalWS = mul(n,tbn);
#endif
#endif
VFXComputePixelOutputToNormalBuffer(i, normalWS, GetUVData(i), outNormalBuffer);
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
${VFXComputeOutputMotionVector}
outMotionVector = encodedMotionVector;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
outColor = _SelectionID;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
outDepthColor = float4(i.VFX_VARYING_POSCS.z, 0,0,0);
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
//void
#else
#error VFX_PASSDEPTH undefined
#endif
}