UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template
2024-10-27 10:53:47 +03:00

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${VFXBegin:VFXPassForward}"UniversalForwardOnly"${VFXEnd}
${VFXBegin:VFXPassForward2D}"Universal2D"${VFXEnd}
${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd}
${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd}
${VFXBegin:VFXPassDepth}"DepthOnly"${VFXEnd}
${VFXBegin:VFXPassDepthNormal}"DepthNormalsOnly"${VFXEnd}
${VFXBegin:VFXPassDepthDefine}
#if defined(WRITE_NORMAL_BUFFER)
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#else
#define SHADERPASS SHADERPASS_DEPTHONLY
#endif
${VFXEnd}
${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd}
${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd}
${VFXBegin:VFXPassForwardAdditionalPragma}
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fog
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
${VFXEnd}
${VFXBegin:VFXPassForwardLitAdditionalPragma}
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#pragma multi_compile_fog
#pragma multi_compile _ DEBUG_DISPLAY
${VFXEnd}
${VFXBegin:VFXPassDepthAdditionalPragma}
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
${VFXEnd}
${VFXBegin:VFXPassGBufferAdditionalPragma}
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
//See Lit.shader, these multi_compile aren't used in GBuffer
//#pragma multi_compile _ _ADDITIONAL_LIGHTS
//#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
${VFXEnd}
${VFXBegin:VFXShaderGraphFunctionsInclude}
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
${VFXEnd}
${VFXBegin:VFXPassDepthCommonFragmentURPLit}
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
${VFXPassVelocityDefine}
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
${VFXPassShadowDefine}
#else
${VFXPassDepthDefine}
#endif
${VFXIncludeRP("VFXLit.template")}
#if defined(WRITE_NORMAL_BUFFER)
${SHADERGRAPH_PIXEL_CODE_DEPTHNORMALS}
#else
${SHADERGRAPH_PIXEL_CODE_DEPTHONLY}
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
int _ObjectId;
int _PassValue;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
float4 _SelectionID;
#endif
#pragma fragment frag
void frag(ps_input i
#if USE_DOUBLE_SIDED
, bool frontFace : SV_IsFrontFace
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
, out float4 outMotionVector : SV_Target0
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
#if defined(WRITE_NORMAL_BUFFER)
, out float4 outNormalBuffer : SV_Target0
, out float4 outDepthColor : SV_Target1
#else
, out float4 outDepthColor : SV_Target0
#endif
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
, out float4 outColor : SV_Target0
#endif
)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
VFXTransformPSInputs(i);
${VFXComputeNormalWS}
#ifdef VFX_SHADERGRAPH
${VFXAdditionalInterpolantsPreparation}
#if defined(WRITE_NORMAL_BUFFER)
${SHADERGRAPH_PIXEL_CALL_DEPTHNORMALS}
#else
${SHADERGRAPH_PIXEL_CALL_DEPTHONLY}
#endif
float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA};
#else
float alpha = VFXGetFragmentColor(i).a;
#if URP_USE_BASE_COLOR_MAP_ALPHA
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;
#endif
#if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE
#ifndef VFX_VARYING_NORMAL
const VFXUVData uvData = GetUVData(i);
#endif
alpha *= SampleTexture(VFX_SAMPLER(positiveAxesLightmap),uvData).a;
#if defined(VFX_VARYING_ALPHA_REMAP)
alpha = SampleCurve(i.VFX_VARYING_ALPHA_REMAP, alpha);
#endif
#endif
#endif
VFXClipFragmentColor(alpha,i);
#if defined(WRITE_NORMAL_BUFFER)
#ifdef VFX_SHADERGRAPH
#if HAS_SHADERGRAPH_PARAM_NORMALTS
float3 n = OUTSG.${SHADERGRAPH_PARAM_NORMALTS};
normalWS = mul(n,tbn);
#endif
#endif
VFXComputePixelOutputToNormalBuffer(i, normalWS, GetUVData(i), outNormalBuffer);
#endif
#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
${VFXComputeOutputMotionVector}
outMotionVector = encodedMotionVector;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
outColor = _SelectionID;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
outDepthColor = float4(i.VFX_VARYING_POSCS.z, 0,0,0);
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
//void
#else
#error VFX_PASSDEPTH undefined
#endif
}
${VFXEnd}
${VFXBegin:VFXUnlitDebugDisplay}
#if defined(DEBUG_DISPLAY)
InputData inputData;
SurfaceData surfaceData;
ZERO_INITIALIZE(SurfaceData, surfaceData);
ZERO_INITIALIZE(InputData, inputData);
surfaceData.albedo = o.color.rgb;
surfaceData.alpha = o.color.a;
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
{
o.color = debugColor;
}
#endif
${VFXEnd}