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!
147 lines
5.0 KiB
Plaintext
147 lines
5.0 KiB
Plaintext
${VFXBegin:VFXPassForward}"UniversalForwardOnly"${VFXEnd}
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${VFXBegin:VFXPassForward2D}"Universal2D"${VFXEnd}
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${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd}
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${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd}
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${VFXBegin:VFXPassDepth}"DepthOnly"${VFXEnd}
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${VFXBegin:VFXPassDepthNormal}"DepthNormalsOnly"${VFXEnd}
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${VFXBegin:VFXPassDepthDefine}
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#if defined(WRITE_NORMAL_BUFFER)
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#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
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#else
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#define SHADERPASS SHADERPASS_DEPTHONLY
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#endif
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${VFXEnd}
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${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd}
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${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd}
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${VFXBegin:VFXPassForwardAdditionalPragma}
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fog
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${VFXEnd}
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${VFXBegin:VFXPassForwardLitAdditionalPragma}
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#pragma multi_compile_fog
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#pragma multi_compile _ DEBUG_DISPLAY
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${VFXEnd}
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${VFXBegin:VFXPassDepthAdditionalPragma}
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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${VFXEnd}
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${VFXBegin:VFXPassGBufferAdditionalPragma}
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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//See Lit.shader, these multi_compile aren't used in GBuffer
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS
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//#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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${VFXEnd}
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${VFXBegin:VFXShaderGraphFunctionsInclude}
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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${VFXEnd}
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${VFXBegin:VFXPassDepthCommonFragmentURPLit}
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR
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${VFXPassVelocityDefine}
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
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${VFXPassShadowDefine}
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#else
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${VFXPassDepthDefine}
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#endif
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${VFXIncludeRP("VFXLit.template")}
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#if defined(WRITE_NORMAL_BUFFER)
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${SHADERGRAPH_PIXEL_CODE_DEPTHNORMALS}
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#else
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${SHADERGRAPH_PIXEL_CODE_DEPTHONLY}
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#endif
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
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int _ObjectId;
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int _PassValue;
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
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float4 _SelectionID;
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#endif
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#pragma fragment frag
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void frag(ps_input i
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#if USE_DOUBLE_SIDED
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, bool frontFace : SV_IsFrontFace
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#endif
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
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#if defined(WRITE_NORMAL_BUFFER)
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, out float4 outNormalBuffer : SV_Target0
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#endif
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION || VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
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, out float4 outColor : SV_Target0
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#endif
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)
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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VFXTransformPSInputs(i);
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${VFXComputeNormalWS}
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#ifdef VFX_SHADERGRAPH
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${VFXAdditionalInterpolantsPreparation}
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#if defined(WRITE_NORMAL_BUFFER)
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${SHADERGRAPH_PIXEL_CALL_DEPTHNORMALS}
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#else
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${SHADERGRAPH_PIXEL_CALL_DEPTHONLY}
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#endif
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float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA};
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#else
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float alpha = VFXGetFragmentColor(i).a;
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#if URP_USE_BASE_COLOR_MAP_ALPHA
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alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;
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#endif
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#endif
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VFXClipFragmentColor(alpha,i);
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#if defined(WRITE_NORMAL_BUFFER)
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#ifdef VFX_SHADERGRAPH
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#if HAS_SHADERGRAPH_PARAM_NORMALTS
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float3 n = OUTSG.${SHADERGRAPH_PARAM_NORMALTS};
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normalWS = mul(n,tbn);
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#endif
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#endif
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VFXComputePixelOutputToNormalBuffer(normalWS, outNormalBuffer);
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#endif
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#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION
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// We use depth prepass for scene selection in the editor, this code allow to output the outline correctly
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outColor = float4(_ObjectId, _PassValue, 1.0, 1.0);
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_PICKING
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outColor = _SelectionID;
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL
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//void
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#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SHADOW
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//void
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#else
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#error VFX_PASSDEPTH undefined
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#endif
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}
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${VFXEnd}
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