// Forward pass Pass { Tags { "LightMode"=${VFXPassForward} } ${VFXStencilForward} HLSLPROGRAM #pragma target 4.5 ${VFXPassForwardAdditionalPragma} struct ps_input { float4 pos : SV_POSITION; #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD0; #else #if USE_FLIPBOOK_ARRAY_LAYOUT float3 uv : TEXCOORD0; #else float2 uv : TEXCOORD0; #endif #endif #if VFX_NEEDS_COLOR_INTERPOLATOR VFX_OPTIONAL_INTERPOLATION float4 color : COLOR0; #endif #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || USE_EXPOSURE_WEIGHT || VFX_FEATURE_MOTION_VECTORS_FORWARD // x: inverse soft particles fade distance // y: alpha threshold // z: frame blending factor // w: exposure weight VFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants : TEXCOORD1; #endif #if USE_FLIPBOOK_MOTIONVECTORS // x: motion vectors scale X // y: motion vectors scale Y VFX_OPTIONAL_INTERPOLATION float2 builtInInterpolants2 : TEXCOORD2; #endif #if VFX_NEEDS_POSWS_INTERPOLATOR float3 posWS : TEXCOORD3; #endif #if VFX_FEATURE_MOTION_VECTORS_FORWARD VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD4; VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD5; #endif #if SHADERGRAPH_NEEDS_NORMAL_FORWARD float3 normal : TEXCOORD6; #endif #if SHADERGRAPH_NEEDS_TANGENT_FORWARD float3 tangent : TEXCOORD7; #endif ${VFXAdditionalInterpolantsDeclaration} UNITY_VERTEX_OUTPUT_STEREO }; struct ps_output { float4 color : SV_Target0; #if VFX_FEATURE_MOTION_VECTORS_FORWARD float4 outMotionVector : 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 #define VFX_VARYING_FRAMEBLEND builtInInterpolants.z #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy #define VFX_VARYING_UV uv #if VFX_NEEDS_POSWS_INTERPOLATOR #define VFX_VARYING_POSWS posWS #endif #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.w #endif #if VFX_FEATURE_MOTION_VECTORS_FORWARD #define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious #endif ${VFXPassForwardDefine} #if SHADERGRAPH_NEEDS_NORMAL_FORWARD #define VFX_VARYING_NORMAL normal #endif #if SHADERGRAPH_NEEDS_TANGENT_FORWARD #define VFX_VARYING_TANGENT tangent #endif ${VFXInclude("Shaders/ParticlePlanarPrimitives/Pass.template")} #if VFX_SHADERGRAPH ${SHADERGRAPH_PIXEL_CODE_FORWARD} #endif #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); ${VFXComputeNormalWS} #if VFX_SHADERGRAPH ${VFXAdditionalInterpolantsPreparation} ${SHADERGRAPH_PIXEL_CALL_FORWARD} #if HAS_SHADERGRAPH_PARAM_BASECOLOR o.color.rgb = OUTSG.${SHADERGRAPH_PARAM_BASECOLOR}.rgb; o.color = VFXApplyPreExposure(o.color, i); #endif #if HAS_SHADERGRAPH_PARAM_EMISSION float4 emission = float4(OUTSG.${SHADERGRAPH_PARAM_EMISSION}.rgb, 0.0f); emission = VFXApplyPreExposure(emission, 1.0f); o.color.rgb += emission.rgb; #endif #if HAS_SHADERGRAPH_PARAM_ALPHA o.color.a = OUTSG.${SHADERGRAPH_PARAM_ALPHA}; #endif #else #define VFX_TEXTURE_COLOR VFXGetTextureColor(VFX_SAMPLER(mainTexture),i) ${VFXApplyColor} o.color = VFXApplyPreExposure(o.color, i); #endif 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.outMotionVector = encodedMotionVector; o.outMotionVector.a = o.color.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping for motion vector pass #endif return o; } ENDHLSL }