#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