Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/PostProcessing/LensFlareResource/LensFlareDataDrivenPreview....
2024-05-06 11:45:45 -07:00

143 lines
3.8 KiB
Plaintext

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