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

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// Forward pass
Pass
{
Tags { "LightMode"=${VFXPassForward} }
${VFXStencilForward}
HLSLPROGRAM
#pragma target 4.5
${VFXPassForwardAdditionalPragma}
struct ps_input
{
float4 pos : SV_POSITION;
#if IS_TRANSPARENT_PARTICLE
#if defined (SHADER_API_PSSL) || defined(SHADER_API_GAMECORE)
/*noperspective (see case 1237742)*/ float pixelOffset : TEXCOORD0; // for AA
#else
noperspective float pixelOffset : TEXCOORD0; // for AA
#endif
#endif
#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 : TEXCOORD1;
#endif
#if VFX_NEEDS_POSWS_INTERPOLATOR
float3 posWS : TEXCOORD2;
#endif
#if VFX_FEATURE_MOTION_VECTORS_FORWARD
VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD3;
VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD4;
#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 IS_TRANSPARENT_PARTICLE
#define VFX_VARYING_PIXELOFFSET pixelOffset
#endif
#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/ParticleLinesSW/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}
// Line AA
#if IS_TRANSPARENT_PARTICLE
o.color.a *= 1.0f - abs(i.pixelOffset);
#endif
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
}