9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
107 lines
2.8 KiB
Plaintext
107 lines
2.8 KiB
Plaintext
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#define URP_NEEDS_UVS (URP_USE_BASE_COLOR_MAP || URP_USE_MASK_MAP || USE_NORMAL_MAP || URP_USE_EMISSIVE_MAP)
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#define URP_USE_EMISSIVE (URP_USE_EMISSIVE_MAP || URP_USE_EMISSIVE_COLOR || URP_USE_ADDITIONAL_EMISSIVE_COLOR)
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${VFXBegin:VFXURPLitVaryingsMacros}
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#if (VFX_NEEDS_COLOR_INTERPOLATOR && URP_USE_BASE_COLOR) || URP_USE_ADDITIONAL_BASE_COLOR
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#define VFX_VARYING_COLOR color.rgb
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#define VFX_VARYING_ALPHA color.a
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#endif
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#define VFX_VARYING_SMOOTHNESS materialProperties.x
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#if URP_MATERIAL_TYPE_METALLIC
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#define VFX_VARYING_METALLIC materialProperties.y
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#elif URP_MATERIAL_TYPE_SPECULAR
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#define VFX_VARYING_SPECULAR specularColor
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#elif URP_MATERIAL_TYPE_TRANSLUCENT
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#define VFX_VARYING_THICKNESS materialProperties.y
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#endif
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#if USE_NORMAL_MAP
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#define VFX_VARYING_NORMALSCALE materialProperties.z
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#endif
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#if URP_USE_EMISSIVE_MAP
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#define VFX_VARYING_EMISSIVESCALE materialProperties.w
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#endif
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#if URP_USE_EMISSIVE_COLOR || URP_USE_ADDITIONAL_EMISSIVE_COLOR
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#define VFX_VARYING_EMISSIVE emissiveColor.rgb
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#endif
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#if USE_EXPOSURE_WEIGHT
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#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a
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#endif
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${VFXEnd}
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${VFXBegin:VFXURPLitDeclareVaryings}
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#if (VFX_NEEDS_COLOR_INTERPOLATOR && URP_USE_BASE_COLOR) || URP_USE_ADDITIONAL_BASE_COLOR
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VFX_OPTIONAL_INTERPOLATION float4 color : COLOR0;
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#endif
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#if URP_MATERIAL_TYPE_SPECULAR
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VFX_OPTIONAL_INTERPOLATION float3 specularColor : COLOR1;
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#endif
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#if URP_USE_EMISSIVE
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VFX_OPTIONAL_INTERPOLATION float4 emissiveColor : COLOR2;
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#endif
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// x: smoothness
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// y: metallic/thickness
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// z: normal scale
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// w: emissive scale
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VFX_OPTIONAL_INTERPOLATION float4 materialProperties : TEXCOORD0;
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${VFXEnd}
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${VFXBegin:VFXURPLitFillVaryings}
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#ifndef VFX_SHADERGRAPH
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#ifdef VFX_VARYING_SMOOTHNESS
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${VFXLoadParameter:{smoothness}}
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o.VFX_VARYING_SMOOTHNESS = smoothness;
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#endif
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#if URP_MATERIAL_TYPE_METALLIC
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#ifdef VFX_VARYING_METALLIC
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${VFXLoadParameter:{metallic}}
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o.VFX_VARYING_METALLIC = metallic;
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#endif
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#elif URP_MATERIAL_TYPE_SPECULAR
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#ifdef VFX_VARYING_SPECULAR
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${VFXLoadParameter:{specularColor}}
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o.VFX_VARYING_SPECULAR = specularColor.rgb;
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#endif
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#elif URP_MATERIAL_TYPE_TRANSLUCENT
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#ifdef VFX_VARYING_THICKNESS
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${VFXLoadParameter:{thickness}}
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o.VFX_VARYING_THICKNESS = thickness;
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#endif
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#endif
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#if USE_NORMAL_MAP
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#ifdef VFX_VARYING_NORMALSCALE
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${VFXLoadParameter:{normalScale}}
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o.VFX_VARYING_NORMALSCALE = normalScale;
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#endif
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#endif
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#if URP_USE_EMISSIVE_MAP
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#ifdef VFX_VARYING_EMISSIVESCALE
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${VFXLoadParameter:{emissiveScale}}
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o.VFX_VARYING_EMISSIVESCALE = emissiveScale;
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#endif
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#endif
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#ifdef VFX_VARYING_EMISSIVE
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#if URP_USE_EMISSIVE_COLOR
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o.VFX_VARYING_EMISSIVE = attributes.color;
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#elif URP_USE_ADDITIONAL_EMISSIVE_COLOR
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${VFXLoadParameter:{emissiveColor}}
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o.VFX_VARYING_EMISSIVE = emissiveColor.rgb;
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#endif
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#endif
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#if URP_USE_ADDITIONAL_BASE_COLOR
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#ifdef VFX_VARYING_COLOR
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${VFXLoadParameter:{baseColor}}
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o.VFX_VARYING_COLOR = baseColor;
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#endif
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#endif
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#endif
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${VFXEnd}
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