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VFXPasses.template 6.6KB

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  1. ${VFXBegin:VFXPassForward}"UniversalForwardOnly"${VFXEnd}
  2. ${VFXBegin:VFXPassForward2D}"Universal2D"${VFXEnd}
  3. ${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd}
  4. ${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd}
  5. ${VFXBegin:VFXPassDepth}"DepthOnly"${VFXEnd}
  6. ${VFXBegin:VFXPassDepthNormal}"DepthNormalsOnly"${VFXEnd}
  7. ${VFXBegin:VFXPassDepthDefine}
  8. #if defined(WRITE_NORMAL_BUFFER)
  9. #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
  10. #else
  11. #define SHADERPASS SHADERPASS_DEPTHONLY
  12. #endif
  13. ${VFXEnd}
  14. ${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd}
  15. ${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd}
  16. ${VFXBegin:VFXPassForwardAdditionalPragma}
  17. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  18. #pragma multi_compile _ DEBUG_DISPLAY
  19. #pragma multi_compile_fog
  20. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  21. ${VFXEnd}
  22. ${VFXBegin:VFXPassForwardLitAdditionalPragma}
  23. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  24. #pragma multi_compile _ _ADDITIONAL_LIGHTS
  25. #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
  26. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  27. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  28. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  29. #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  30. #pragma multi_compile_fragment _ _LIGHT_COOKIES
  31. #pragma multi_compile _ _LIGHT_LAYERS
  32. #pragma multi_compile _ _FORWARD_PLUS
  33. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  34. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  35. #pragma multi_compile_fog
  36. #pragma multi_compile _ DEBUG_DISPLAY
  37. ${VFXEnd}
  38. ${VFXBegin:VFXPassDepthAdditionalPragma}
  39. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  40. ${VFXEnd}
  41. ${VFXBegin:VFXPassGBufferAdditionalPragma}
  42. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
  43. #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
  44. #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
  45. #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
  46. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
  47. //See Lit.shader, these multi_compile aren't used in GBuffer
  48. //#pragma multi_compile _ _ADDITIONAL_LIGHTS
  49. //#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
  50. #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
  51. #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
  52. ${VFXEnd}
  53. ${VFXBegin:VFXShaderGraphFunctionsInclude}
  54. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
  55. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
  56. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
  57. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
  58. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
  59. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
  60. #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
  61. #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
  62. ${VFXEnd}
  63. ${VFXBegin:VFXPassDepthCommonFragmentURPLit}
  64. #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
  65. ${VFXPassVelocityDefine}
  66. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
  67. ${VFXPassShadowDefine}
  68. #else
  69. ${VFXPassDepthDefine}
  70. #endif
  71. ${VFXIncludeRP("VFXLit.template")}
  72. #if defined(WRITE_NORMAL_BUFFER)
  73. ${SHADERGRAPH_PIXEL_CODE_DEPTHNORMALS}
  74. #else
  75. ${SHADERGRAPH_PIXEL_CODE_DEPTHONLY}
  76. #endif
  77. #if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
  78. int _ObjectId;
  79. int _PassValue;
  80. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
  81. float4 _SelectionID;
  82. #endif
  83. #pragma fragment frag
  84. void frag(ps_input i
  85. #if USE_DOUBLE_SIDED
  86. , bool frontFace : SV_IsFrontFace
  87. #endif
  88. #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
  89. , out float4 outMotionVector : SV_Target0
  90. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
  91. #if defined(WRITE_NORMAL_BUFFER)
  92. , out float4 outNormalBuffer : SV_Target0
  93. , out float4 outDepthColor : SV_Target1
  94. #else
  95. , out float4 outDepthColor : SV_Target0
  96. #endif
  97. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
  98. , out float4 outColor : SV_Target0
  99. #endif
  100. )
  101. {
  102. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
  103. VFXTransformPSInputs(i);
  104. ${VFXComputeNormalWS}
  105. #ifdef VFX_SHADERGRAPH
  106. ${VFXAdditionalInterpolantsPreparation}
  107. #if defined(WRITE_NORMAL_BUFFER)
  108. ${SHADERGRAPH_PIXEL_CALL_DEPTHNORMALS}
  109. #else
  110. ${SHADERGRAPH_PIXEL_CALL_DEPTHONLY}
  111. #endif
  112. float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA};
  113. #else
  114. float alpha = VFXGetFragmentColor(i).a;
  115. #if URP_USE_BASE_COLOR_MAP_ALPHA
  116. alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;
  117. #endif
  118. #if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
  119. #ifndef VFX_VARYING_NORMAL
  120. const VFXUVData uvData = GetUVData(i);
  121. #endif
  122. alpha *= SampleTexture(VFX_SAMPLER(positiveAxesLightmap),uvData).a;
  123. #if defined(VFX_VARYING_ALPHA_REMAP)
  124. alpha = SampleCurve(i.VFX_VARYING_ALPHA_REMAP, alpha);
  125. #endif
  126. #endif
  127. #endif
  128. VFXClipFragmentColor(alpha,i);
  129. #if defined(WRITE_NORMAL_BUFFER)
  130. #ifdef VFX_SHADERGRAPH
  131. #if HAS_SHADERGRAPH_PARAM_NORMALTS
  132. float3 n = OUTSG.${SHADERGRAPH_PARAM_NORMALTS};
  133. normalWS = mul(n,tbn);
  134. #endif
  135. #endif
  136. VFXComputePixelOutputToNormalBuffer(i, normalWS, GetUVData(i), outNormalBuffer);
  137. #endif
  138. #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
  139. ${VFXComputeOutputMotionVector}
  140. outMotionVector = encodedMotionVector;
  141. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
  142. // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
  143. outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
  144. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
  145. outColor = _SelectionID;
  146. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
  147. outDepthColor = float4(i.VFX_VARYING_POSCS.z, 0,0,0);
  148. #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
  149. //void
  150. #else
  151. #error VFX_PASSDEPTH undefined
  152. #endif
  153. }
  154. ${VFXEnd}