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

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#pragma target 4.5
struct ps_input
{
float4 pos : SV_POSITION;
#if USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT
nointerpolation float2 builtInInterpolants : TEXCOORD0;
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosPrevious : TEXCOORD1;
VFX_FEATURE_MOTION_VECTORS_INTERPOLATION float4 cPosNonJiterred : TEXCOORD2;
#endif
float pointSize : PSIZE;
UNITY_VERTEX_OUTPUT_STEREO
};
#define VFX_VARYING_PS_INPUTS ps_input
#define VFX_VARYING_POSCS pos
#undef VFX_VARYING_COLOR // Not used
#define VFX_VARYING_ALPHA builtInInterpolants.x
#undef VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred
#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
${VFXPassVelocityDefine}
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
${VFXPassDepthDefine}
#endif
${VFXInclude("Shaders/ParticlePoints/Pass.template")}
#define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 0
${VFXPassDepthCommonFragmentUnlit}