#ifndef SHADERPASS #error SHADERPASS must be defined #endif #ifndef UNIVERSAL_SHADERPASS_INCLUDED #error ShaderPass has to be included #endif #if (SHADERPASS == SHADERPASS_FORWARD) float4 VFXCalcPixelOutputForward(const SurfaceData surfaceData, const InputData inputData) { #if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE float4 color = UniversalFragmentSixWay(inputData, surfaceData); #else float4 color = UniversalFragmentPBR(inputData, surfaceData); #endif color.rgb = MixFog(color.rgb, inputData.fogCoord); #if IS_OPAQUE_PARTICLE bool isTransparent = false; #else bool isTransparent = true; #endif color.a = OutputAlpha(color.a, isTransparent); return color; } #ifndef VFX_SHADERGRAPH #if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE #define SurfaceData SixWaySurfaceData #endif float4 VFXGetPixelOutputForward(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, bool frontFace) { SurfaceData surfaceData; InputData inputData; VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, frontFace, (uint2)0); return VFXCalcPixelOutputForward(surfaceData, inputData); } #else float4 VFXGetPixelOutputForwardShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, float3 normalWS) { float3 posRWS = VFXGetPositionRWS(i); float4 posSS = i.VFX_VARYING_POSCS; PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0); VFXUVData uvData = (VFXUVData)0; InputData inputData = VFXGetInputData(i, posInput, normalWS, true); return VFXCalcPixelOutputForward(surfaceData, inputData); } #endif #elif (SHADERPASS == SHADERPASS_GBUFFER) #ifndef VFX_SHADERGRAPH void VFXComputePixelOutputToGBuffer(const VFX_VARYING_PS_INPUTS i, const float3 normalWS, const VFXUVData uvData, out FragmentOutput gBuffer) { SurfaceData surfaceData; InputData inputData; VFXGetURPLitData(surfaceData, inputData, i, normalWS, uvData, true, (uint2)0); BRDFData brdfData; InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); } #else void VFXComputePixelOutputToGBufferShaderGraph(const VFX_VARYING_PS_INPUTS i, SurfaceData surfaceData, const float3 normalWS, out FragmentOutput gBuffer) { float3 posRWS = VFXGetPositionRWS(i); float4 posSS = i.VFX_VARYING_POSCS; PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, (uint2)0); VFXUVData uvData = (VFXUVData)0; InputData inputData = VFXGetInputData(i, posInput, normalWS, true); BRDFData brdfData; InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData); half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); gBuffer = BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color, surfaceData.occlusion); } #endif #endif