Rasagar/Library/PackageCache/com.unity.visualeffectgraph/Shaders/ParticleDecals/Pass.template

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2024-08-26 13:07:20 -07:00
#pragma target 4.5
${VFXPassForwardAdditionalPragma}
struct ps_input
{
float4 pos : SV_POSITION;
#if VFX_NEEDS_COLOR_INTERPOLATOR
nointerpolation float4 color : COLOR0;
#endif
#if USE_ALPHA_TEST || USE_FLIPBOOK || USE_EXPOSURE_WEIGHT
// x: alpha threshold
// y: texture index
// z: exposure weight
// w: texture index blend
nointerpolation float4 builtInInterpolants : TEXCOORD0;
#if USE_FLIPBOOK
#if USE_FLIPBOOK_ARRAY_LAYOUT
nointerpolation float flipBookSize : TEXCOORD6;
#else
nointerpolation float4 flipBookSize : TEXCOORD6;
#endif
#endif
#if USE_FLIPBOOK_MOTIONVECTORS
// x: motion vectors scale X
// y: motion vectors scale Y
nointerpolation float2 builtInInterpolants2 : TEXCOORD7;
#endif
#endif
nointerpolation float4 worldToDecal0 : TEXCOORD2;
nointerpolation float4 worldToDecal1 : TEXCOORD3;
nointerpolation float4 worldToDecal2 : TEXCOORD4;
#if VFX_NEEDS_POSWS_INTERPOLATOR
float3 posWS : TEXCOORD5;
#endif
UNITY_VERTEX_OUTPUT_STEREO
#if USE_UV_SCALE_BIAS
nointerpolation float4 scaleBias : TEXCOORD6;
#endif
VFX_VERTEX_OUTPUT_INSTANCE_INDEX
};
struct ps_output
{
float4 color : SV_Target0;
};
#define VFX_VARYING_PS_INPUTS ps_input
#define VFX_VARYING_POSCS pos
#define VFX_VARYING_COLOR color.rgb
#define VFX_VARYING_ALPHA color.a
#define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.x
#if USE_FLIPBOOK
#define VFX_VARYING_TEXINDEX builtInInterpolants.y
#if USE_FLIPBOOK_INTERPOLATION
#define VFX_VARYING_TEXINDEXBLEND builtInInterpolants.w
#endif
#if USE_FLIPBOOK_ARRAY_LAYOUT
#define VFX_VARYING_FLIPBOOKSIZE flipBookSize
#else
#define VFX_VARYING_FLIPBOOKSIZE flipBookSize.xy
#define VFX_VARYING_INVFLIPBOOKSIZE flipBookSize.zw
#endif
#endif
#if USE_FLIPBOOK_MOTIONVECTORS
#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy
#endif
#if VFX_NEEDS_POSWS_INTERPOLATOR
#define VFX_VARYING_POSWS posWS
#endif
#if USE_EXPOSURE_WEIGHT
#define VFX_VARYING_EXPOSUREWEIGHT builtInInterpolants.z
#endif
#if USE_UV_SCALE_BIAS
#define VFX_VARYING_UV_SCALE scaleBias.xy
#define VFX_VARYING_UV_BIAS scaleBias.zw
#endif
${VFXBegin:VFXVertexAdditionalProcess}
float4x4 worldToDecal = GetVFXToElementMatrix(
attributes.axisX,
attributes.axisY,
attributes.axisZ,
float3(attributes.angleX,attributes.angleY,attributes.angleZ),
float3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),
size3,
attributes.position);
#if VFX_LOCAL_SPACE
worldToDecal = mul(worldToDecal, VFXGetWorldToObjectMatrix());
#endif
o.worldToDecal0 = worldToDecal[0];
o.worldToDecal1 = worldToDecal[1];
o.worldToDecal2 = worldToDecal[2];
${VFXEnd}
${VFXInclude("Shaders/ParticleHexahedron/Pass.template")}
#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
int _ObjectId;
int _PassValue;
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
float4 _SelectionID;
#endif
#pragma fragment frag
ps_output frag(ps_input i)
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
ps_output o = (ps_output)0;
VFXTransformPSInputs(i);
#if VFX_USE_GRAPH_VALUES
uint instanceActiveIndex = i.VFX_VARYINGS_INSTANCE_ACTIVE_INDEX;
${VFXLoadGraphValues}
#endif
float3 clipPos;
clipPos.xy = VFXGetNormalizedScreenSpaceUV(i.pos) * 2.0f - 1.0f;
clipPos.z = VFXSampleDepth(i.pos);
clipPos.y *= _ProjectionParams.x;
float4 hpositionWS = mul(UNITY_MATRIX_I_VP, float4(clipPos,1.0f));
float4 worldPos = float4(hpositionWS.xyz / hpositionWS.w, 1.0f);
float4x4 worldToElement;
worldToElement[0] = i.worldToDecal0;
worldToElement[1] = i.worldToDecal1;
worldToElement[2] = -1.0f * i.worldToDecal2; //Z points TOWARDS the surface, so we need to revert it
worldToElement[3] = float4(0,0,0,1);
float3 positionDS = mul(worldToElement, worldPos).xyz * 2.0f;
const float bias = 0.0f;
clip(1.0f - abs(positionDS) + bias);
float2 uv = positionDS.xy * 0.5f + 0.5f;
#define VFX_TEXTURE_COLOR VFXGetTextureColorWithProceduralUV(VFX_SAMPLER(mainTexture),i,uv)
${VFXApplyColor}
o.color = VFXApplyPreExposure(o.color, i);
o.color = VFXApplyFog(o.color,i);
VFXClipFragmentColor(o.color.a,i);
#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
o.color = float4(_ObjectId, _PassValue, 1.0, 1.0);
#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
o.color = _SelectionID;
#else
//VFX_PASSDEPTH isn't defined in forward (but we are sharing the same template)
o.color.a = saturate(o.color.a);
o.color = VFXTransformFinalColor(o.color,i);
#endif
return o;
}