2021-09-09 20:42:29 -04:00

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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl"
#ifndef VFX_SHADERGRAPH
void VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)
{
#if HDRP_MATERIAL_TYPE_TRANSLUCENT
${VFXLoadParameter:{diffusionProfileHash}} // Loads diffusion profile
#else
const uint diffusionProfileHash = 0;
#endif
float3 posRWS = VFXGetPositionRWS(i);
float4 posSS = i.VFX_VARYING_POSCS;
PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);
float alpha;
surfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);
bsdfData = ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);
preLightData = GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);
preLightData.diffuseFGD = 1.0f;
//TODO: investigate why this is needed
preLightData.coatPartLambdaV = 0;
preLightData.coatIblR = 0;
preLightData.coatIblF = 0;
builtinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);
}
void VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData, VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)
{
BSDFData bsdfData = (BSDFData)0;
PreLightData preLightData = (PreLightData)0;
preLightData.diffuseFGD = 1.0f;
VFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));
}
#endif
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl"