#pragma target 4.5 ${VFXPassForwardAdditionalPragma} struct ps_input { float4 pos : SV_POSITION; #if VFX_NEEDS_COLOR_INTERPOLATOR nointerpolation float4 color : COLOR0; #endif #if USE_ALPHA_TEST || USE_FLIPBOOK || USE_EXPOSURE_WEIGHT // x: alpha threshold // y: texture index // z: exposure weight nointerpolation float3 builtInInterpolants : TEXCOORD0; #if USE_FLIPBOOK #if USE_FLIPBOOK_ARRAY_LAYOUT nointerpolation float flipBookSize : TEXCOORD6; #else nointerpolation float4 flipBookSize : TEXCOORD6; #endif #endif #if USE_FLIPBOOK_MOTIONVECTORS // x: motion vectors scale X // y: motion vectors scale Y nointerpolation float2 builtInInterpolants2 : TEXCOORD7; #endif #endif nointerpolation float4 viewToDecal0 : TEXCOORD2; nointerpolation float4 viewToDecal1 : TEXCOORD3; nointerpolation float4 viewToDecal2 : TEXCOORD4; #if VFX_NEEDS_POSWS_INTERPOLATOR float3 posWS : TEXCOORD5; #endif UNITY_VERTEX_OUTPUT_STEREO #if USE_UV_SCALE_BIAS nointerpolation float4 scaleBias : TEXCOORD6; #endif }; 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_ALPHATHRESHOLD builtInInterpolants.x #if USE_FLIPBOOK #define VFX_VARYING_TEXINDEX builtInInterpolants.y #if USE_FLIPBOOK_ARRAY_LAYOUT #define VFX_VARYING_FLIPBOOKSIZE flipBookSize #else #define VFX_VARYING_FLIPBOOKSIZE flipBookSize.xy #define VFX_VARYING_INVFLIPBOOKSIZE flipBookSize.zw #endif #endif #if USE_FLIPBOOK_MOTIONVECTORS #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy #endif #if VFX_NEEDS_POSWS_INTERPOLATOR #define VFX_VARYING_POSWS posWS #endif #if USE_EXPOSURE_WEIGHT #define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z #endif #if USE_UV_SCALE_BIAS #define VFX_VARYING_UV_SCALE scaleBias.xy #define VFX_VARYING_UV_BIAS scaleBias.zw #endif ${VFXBegin:VFXVertexAdditionalProcess} float4x4 viewToDecal = GetVFXToElementMatrix( attributes.axisX, attributes.axisY, attributes.axisZ, float3(attributes.angleX,attributes.angleY,attributes.angleZ), float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ), size3, attributes.position); #if VFX_LOCAL_SPACE viewToDecal = mul(viewToDecal, VFXGetWorldToObjectMatrix()); #endif viewToDecal = mul(viewToDecal, VFXGetViewToWorldMatrix()); o.viewToDecal0 = viewToDecal[0]; o.viewToDecal1 = viewToDecal[1]; o.viewToDecal2 = viewToDecal[2]; ${VFXEnd} ${VFXInclude("Shaders/ParticleHexahedron/Pass.template")} #if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION int _ObjectId; int _PassValue; #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); float3 clipPos; clipPos.xy = (i.pos.xy / _ScreenParams.xy) * 2.0f - 1.0f; clipPos.z = VFXSampleDepth(i.pos); clipPos *= VFXLinearEyeDepth(clipPos.z); float4 worldPos; worldPos.x = clipPos.x / UNITY_MATRIX_P[0][0]; worldPos.y = clipPos.y / -UNITY_MATRIX_P[1][1]; worldPos.z = (clipPos.z - UNITY_MATRIX_P[2][3]) / UNITY_MATRIX_P[2][2]; worldPos.w = 1.0f; float4x4 viewToElement; viewToElement[0] = i.viewToDecal0; viewToElement[1] = i.viewToDecal1; viewToElement[2] = i.viewToDecal2; viewToElement[3] = float4(0,0,0,1); float3 elementPos = mul(viewToElement,worldPos).xyz * 2.0f; const float bias = 0.0f; clip(1.0f - abs(elementPos) + bias); float2 uv = elementPos.xy * 0.5f + 0.5f; #define VFX_TEXTURE_COLOR VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(mainTexture),i,uv) ${VFXApplyColor} o.color = VFXApplyPreExposure(o.color, i); o.color = VFXApplyFog(o.color,i); VFXClipFragmentColor(o.color.a,i); #if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION o.color = float4(_ObjectId, _PassValue, 1.0, 1.0); #else //VFX_PASSDEPTH isn't defined in forward (but we are sharing the same template) o.color.a = saturate(o.color.a); o.color = VFXTransformFinalColor(o.color); #endif return o; }