UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl

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2024-10-27 10:53:47 +03:00
#ifndef UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
VaryingsDepthOnlyParticle DepthOnlyVertex(AttributesDepthOnlyParticle input)
{
VaryingsDepthOnlyParticle output = (VaryingsDepthOnlyParticle)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
output.clipPos = vertexInput.positionCS;
#if defined(_ALPHATEST_ON)
output.color = GetParticleColor(input.color);
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#endif
return output;
}
half DepthOnlyFragment(VaryingsDepthOnlyParticle input) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
// Check if we need to discard...
#if defined(_ALPHATEST_ON)
float2 uv = input.texcoord;
half4 vertexColor = input.color;
half4 baseColor = _BaseColor;
#if defined(_FLIPBOOKBLENDING_ON)
float3 blendUv = input.texcoord2AndBlend;
#else
float3 blendUv = float3(0,0,0);
#endif
half4 albedo = BlendTexture(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, blendUv) * baseColor;
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
#endif
return input.clipPos.z;
}
#endif // UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED