#pragma target 4.5 struct ps_input { float4 pos : SV_POSITION; #if USE_ALPHA_TEST || VFX_USE_ALPHA_CURRENT nointerpolation float2 builtInInterpolants : TEXCOORD0; #endif #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR VFX_DECLARE_MOTION_VECTORS_STORAGE(1,2) #endif float pointSize : PSIZE; UNITY_VERTEX_OUTPUT_STEREO VFX_VERTEX_OUTPUT_INSTANCE_INDEX }; #define VFX_VARYING_PS_INPUTS ps_input #define VFX_VARYING_POSCS pos #undef VFX_VARYING_COLOR // Not used #define VFX_VARYING_ALPHA builtInInterpolants.x #undef VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE #define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR #define VFX_VARYING_VELOCITY_CPOS VFX_DECLARE_MOTION_VECTORS_VARYING_NONJITTER #define VFX_VARYING_VELOCITY_CPOS_PREVIOUS VFX_DECLARE_MOTION_VECTORS_VARYING_PREVIOUS #endif #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR ${VFXPassVelocityDefine} #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL || VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING ${VFXPassDepthDefine} #endif ${VFXInclude("Shaders/ParticlePoints/Pass.template")} #define VFX_SUPPORT_MAIN_TEXTURE_SAMPLING_IN_FRAGMENT_DEPTH 0 ${VFXPassDepthCommonFragmentUnlit}