39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
#pragma target 4.5
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struct ps_input
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{
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float4 pos : SV_POSITION;
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#if USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT
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// x: alpha
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// y: alpha threshold
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nointerpolation float2 builtInInterpolants : TEXCOORD1;
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#endif
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
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VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD2;
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VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD3;
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#endif
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#define VFX_VARYING_PS_INPUTS ps_input
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#define VFX_VARYING_POSCS pos
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#define VFX_VARYING_ALPHA builtInInterpolants.x
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#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
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#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred
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#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious
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#endif
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#undef VFX_USE_RIM_LIGHT
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
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${VFXPassVelocityDefine}
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
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${VFXPassDepthDefine}
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#endif
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${VFXInclude("Shaders/ParticleHexahedron/Pass.template")}
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#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 0
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${VFXPassDepthCommonFragmentUnlit}
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