説明なし
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

ParticlesDepthOnlyPass.hlsl 2.1KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263
  1. #ifndef UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED
  2. #define UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED
  3. #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
  4. VaryingsDepthOnlyParticle DepthOnlyVertex(AttributesDepthOnlyParticle input)
  5. {
  6. VaryingsDepthOnlyParticle output = (VaryingsDepthOnlyParticle)0;
  7. UNITY_SETUP_INSTANCE_ID(input);
  8. UNITY_TRANSFER_INSTANCE_ID(input, output);
  9. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
  10. VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
  11. output.clipPos = vertexInput.positionCS;
  12. #if defined(_ALPHATEST_ON)
  13. output.color = GetParticleColor(input.color);
  14. #if defined(_FLIPBOOKBLENDING_ON)
  15. #if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
  16. GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
  17. #else
  18. GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
  19. #endif
  20. #else
  21. GetParticleTexcoords(output.texcoord, input.texcoords.xy);
  22. #endif
  23. #endif
  24. return output;
  25. }
  26. half DepthOnlyFragment(VaryingsDepthOnlyParticle input) : SV_TARGET
  27. {
  28. UNITY_SETUP_INSTANCE_ID(input);
  29. UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
  30. // Check if we need to discard...
  31. #if defined(_ALPHATEST_ON)
  32. float2 uv = input.texcoord;
  33. half4 vertexColor = input.color;
  34. half4 baseColor = _BaseColor;
  35. #if defined(_FLIPBOOKBLENDING_ON)
  36. float3 blendUv = input.texcoord2AndBlend;
  37. #else
  38. float3 blendUv = float3(0,0,0);
  39. #endif
  40. half4 albedo = BlendTexture(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, blendUv) * baseColor;
  41. half4 colorAddSubDiff = half4(0, 0, 0, 0);
  42. #if defined (_COLORADDSUBDIFF_ON)
  43. colorAddSubDiff = _BaseColorAddSubDiff;
  44. #endif
  45. albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff);
  46. AlphaDiscard(albedo.a, _Cutoff);
  47. #endif
  48. return input.clipPos.z;
  49. }
  50. #endif // UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED