float4 GetFlipbookMotionVectors(VFX_VARYING_PS_INPUTS i, float4 uvs, float blend) { float4 mvs = (float4)0; #if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE) #if USE_FLIPBOOK_ARRAY_LAYOUT float2 mvPrev = -(SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy, uvs.z).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * blend; float2 mvNext = (SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy, uvs.w).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * (1.0 - blend); #else float2 mvPrev = -(SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.xy).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * blend; float2 mvNext = (SampleTexture(VFX_SAMPLER(motionVectorMap), uvs.zw).rg * 2 - 1) * i.VFX_VARYING_MOTIONVECTORSCALE * (1.0-blend); #endif mvs.xy = mvPrev; mvs.zw = mvNext; #endif return mvs; } VFXUVData GetUVData(VFX_VARYING_PS_INPUTS i) // uvs are provided from interpolants { VFXUVData data = (VFXUVData)0; #if USE_FLIPBOOK_ARRAY_LAYOUT #ifdef VFX_VARYING_UV data.uvs.xyz = i.VFX_VARYING_UV.xyz; #if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_FRAMEBLEND) && defined(VFX_VARYING_UV) data.uvs.w = i.VFX_VARYING_UV.w; data.blend = i.VFX_VARYING_FRAMEBLEND; data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend); #endif #endif #else #ifdef VFX_VARYING_UV data.uvs.xy = i.VFX_VARYING_UV.xy; #if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_FRAMEBLEND) && defined(VFX_VARYING_UV) data.uvs.zw = i.VFX_VARYING_UV.zw; data.blend = i.VFX_VARYING_FRAMEBLEND; data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend); #endif #endif #endif return data; } VFXUVData GetUVData(VFX_VARYING_PS_INPUTS i,float2 uv) // uvs are provided from ps directly { #if USE_FLIPBOOK_ARRAY_LAYOUT #ifdef VFX_VARYING_FLIPBOOKSIZE float flipBookSize = i.VFX_VARYING_FLIPBOOKSIZE; #else float flipBookSize = 1.0f; #endif #else #ifdef VFX_VARYING_FLIPBOOKSIZE float2 flipBookSize = i.VFX_VARYING_FLIPBOOKSIZE; #else float2 flipBookSize = float2(1, 1); #endif #endif #ifdef VFX_VARYING_INVFLIPBOOKSIZE float2 invFlipBookSize = i.VFX_VARYING_INVFLIPBOOKSIZE; #else float2 invFlipBookSize = 1.0f / flipBookSize; #endif #ifdef VFX_VARYING_TEXINDEX float texIndex = i.VFX_VARYING_TEXINDEX; #else float texIndex = 0.0f; #endif #if USE_UV_SCALE_BIAS && defined(VFX_VARYING_UV_SCALE) uv.xy = uv.xy * i.VFX_VARYING_UV_SCALE + i.VFX_VARYING_UV_BIAS; #endif VFXUVData data; #if USE_FLIPBOOK_ARRAY_LAYOUT data = GetUVData(flipBookSize, uv, texIndex); #else data = GetUVData(flipBookSize, invFlipBookSize, uv, texIndex); #endif data.mvs = GetFlipbookMotionVectors(i, data.uvs, data.blend); return data; } float4 VFXGetParticleColor(VFX_VARYING_PS_INPUTS i) { float4 color = 1.0f; #if VFX_NEEDS_COLOR_INTERPOLATOR #ifdef VFX_VARYING_COLOR color.rgb *= i.VFX_VARYING_COLOR; #endif #ifdef VFX_VARYING_ALPHA color.a *= i.VFX_VARYING_ALPHA; #endif #endif return color; } float VFXGetSoftParticleFade(VFX_VARYING_PS_INPUTS i) { float fade = 1.0f; #if USE_SOFT_PARTICLE && defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE) float sceneZ = VFXLinearEyeDepth(VFXSampleDepth(i.VFX_VARYING_POSCS)); fade = saturate(i.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE * (sceneZ - i.VFX_VARYING_POSCS.w)); fade = fade * fade * (3.0 - (2.0 * fade)); // Smoothsteping the fade #endif return fade; } float4 VFXGetTextureColor(VFXSampler2D s,VFX_VARYING_PS_INPUTS i) { return SampleTexture(s, GetUVData(i)); } float4 VFXGetTextureColor(VFXSampler2DArray s, VFX_VARYING_PS_INPUTS i) { return SampleTexture(s, GetUVData(i)); } float4 VFXGetTextureColorWithProceduralUV(VFXSampler2D s, VFX_VARYING_PS_INPUTS i, float2 uv) { return SampleTexture(s, GetUVData(i, uv)); } float4 VFXGetTextureColorWithProceduralUV(VFXSampler2DArray s, VFX_VARYING_PS_INPUTS i, float2 uv) { return SampleTexture(s, GetUVData(i, uv)); } float3 VFXGetTextureNormal(VFXSampler2D s,float2 uv) { float4 packedNormal = s.t.Sample(s.s,uv); packedNormal.w *= packedNormal.x; float3 normal; normal.xy = packedNormal.wy * 2.0 - 1.0; normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); return normal; } float4 VFXGetFragmentColor(VFX_VARYING_PS_INPUTS i) { float4 color = VFXGetParticleColor(i); color.a *= VFXGetSoftParticleFade(i); return color; } void VFXClipFragmentColor(float alpha,VFX_VARYING_PS_INPUTS i) { #if USE_ALPHA_TEST #if defined(VFX_VARYING_ALPHATHRESHOLD) clip(alpha - i.VFX_VARYING_ALPHATHRESHOLD); #else clip(alpha - VFX_EPSILON); #endif #endif } float3 VFXGetPositionRWS(float3 posWS) { #if VFX_WORLD_SPACE return GetCameraRelativePositionWS(posWS); #else return posWS; #endif } float3 VFXGetPositionAWS(float3 posWS) { #if VFX_LOCAL_SPACE return GetAbsolutePositionWS(posWS); #else return posWS; #endif } float4 VFXApplyFog(float4 color,VFX_VARYING_PS_INPUTS i) { #if USE_FOG && defined(VFX_VARYING_POSCS) #if defined(VFX_VARYING_POSWS) return VFXApplyFog(color, i.VFX_VARYING_POSCS, i.VFX_VARYING_POSWS); #else return VFXApplyFog(color, i.VFX_VARYING_POSCS, (float3)0); //Some pipeline (LWRP) doesn't require WorldPos #endif #else return color; #endif }