// Forward pass Pass { Tags { "LightMode"=${VFXPassForward} } ${VFXStencilForward} HLSLPROGRAM #pragma target 4.5 ${VFXPassForwardAdditionalPragma} struct ps_input { float4 pos : SV_POSITION; #if VFX_NEEDS_COLOR_INTERPOLATOR VFX_OPTIONAL_INTERPOLATION float4 color : COLOR0; #endif #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_EXPOSURE_WEIGHT || VFX_FEATURE_MOTION_VECTORS_FORWARD VFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants : TEXCOORD0; #endif #if VFX_NEEDS_POSWS_INTERPOLATOR float3 posWS : TEXCOORD1; #endif #if VFX_FEATURE_MOTION_VECTORS_FORWARD VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD2; VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD3; #endif UNITY_VERTEX_OUTPUT_STEREO }; struct ps_output { float4 color : SV_Target0; #if VFX_FEATURE_MOTION_VECTORS_FORWARD float4 motionVector : SV_Target1; #endif }; #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 VFX_NEEDS_POSWS_INTERPOLATOR #define VFX_VARYING_POSWS posWS #endif #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z #endif #if VFX_FEATURE_MOTION_VECTORS_FORWARD #define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif ${VFXPassForwardDefine} ${VFXInclude("Shaders/ParticleLines/Pass.template")} #pragma fragment frag ps_output frag(ps_input i) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); ps_output o = (ps_output)0; VFXTransformPSInputs(i); ${VFXApplyColor} 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); #if VFX_FEATURE_MOTION_VECTORS_FORWARD ${VFXComputeOutputMotionVector} o.motionVector = encodedMotionVector; o.motionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass #endif return o; } ENDHLSL }