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- #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)
- #define USE_FOG 1
- #endif
-
- #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
- #define CameraBuffer Texture2DArray
- #define VFXSamplerCameraBuffer VFXSampler2DArray
- #else
- #define CameraBuffer Texture2D
- #define VFXSamplerCameraBuffer VFXSampler2D
- #endif
-
- #if IS_TRANSPARENT_PARTICLE
- #define _SURFACE_TYPE_TRANSPARENT
- #endif
-
- #if VFX_SIX_WAY_COLOR_ABSORPTION
- #define _SIX_WAY_COLOR_ABSORPTION
- #endif
-
- //URP currently does not allow to know the blend mode in the shader in general, but we have this information in VFX generated shaders.
- #if VFX_BLENDMODE_PREMULTIPLY
- #define _BLENDMODE_PREMULTIPLY
- #endif
- // this is only necessary for the old VFXTarget pathway
- // it defines the macro used to access hybrid instanced properties
- // (new HDRP/URP Target pathway overrides the type so this is never used)
- #define UNITY_ACCESS_HYBRID_INSTANCED_PROP(name, type) name
-
- #define USE_MULTI_COMPILE_XR_IN_OUTPUT_UPDATE 1
-
- //Unlit can use the DepthNormal pass which creates a discrepancy while computing depth
- #define FORCE_NORMAL_OUTPUT_UNLIT_VERTEX_SHADER 1
-
- #if USE_GEOMETRY_SHADER
- #define CULL_VERTEX(o) return;
- #else
- #define CULL_VERTEX(o) { o.VFX_VARYING_POSCS.x = VFX_NAN; return o; }
- #endif
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