143 lines
3.8 KiB
Plaintext
143 lines
3.8 KiB
Plaintext
Shader "Hidden/Core/LensFlareDataDrivenPreview"
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{
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// Note: For UI as we don't have command buffer for UI we need to have one shader per usage
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// instead of permutation like for rendering
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// Keep the order as the same order of SRPLensFlareType
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SubShader
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{
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// Image
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Pass
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{
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Name "ForwardUnlit"
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Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
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Blend One One
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ZWrite Off
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers gles
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#define FLARE_PREVIEW
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
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ENDHLSL
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}
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// Circle
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Pass
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{
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Name "ForwardUnlit"
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Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
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Blend One One
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ZWrite Off
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers gles
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#define FLARE_PREVIEW
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#define FLARE_CIRCLE
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
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ENDHLSL
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}
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// Polygon
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Pass
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{
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Name "ForwardUnlit"
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Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
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Blend One One
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ZWrite Off
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers gles
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#define FLARE_PREVIEW
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#define FLARE_POLYGON
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
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ENDHLSL
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}
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// Circle Inverse
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Pass
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{
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Name "ForwardUnlit"
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Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
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Blend One One
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ZWrite Off
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers gles
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#define FLARE_PREVIEW
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#define FLARE_CIRCLE
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#define FLARE_INVERSE_SDF
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
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ENDHLSL
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}
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// Polygon Inverse
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Pass
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{
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Name "ForwardUnlit"
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Tags{ "LightMode" = "Forward" "RenderQueue" = "Transparent" }
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Blend One One
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ZWrite Off
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Cull Off
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ZTest Always
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HLSLPROGRAM
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#pragma target 3.0
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#pragma vertex vert
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#pragma fragment frag
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#pragma exclude_renderers gles
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#define FLARE_PREVIEW
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#define FLARE_POLYGON
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#define FLARE_INVERSE_SDF
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#include "Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/Shaders/LensFlareCommon.hlsl"
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ENDHLSL
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}
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}
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}
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