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!
47 lines
1.2 KiB
HLSL
47 lines
1.2 KiB
HLSL
#ifndef UNIVERSAL_META_PASS_INCLUDED
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#define UNIVERSAL_META_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float2 uv0 : TEXCOORD0;
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float2 uv1 : TEXCOORD1;
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float2 uv2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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#ifdef EDITOR_VISUALIZATION
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float2 VizUV : TEXCOORD1;
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float4 LightCoord : TEXCOORD2;
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#endif
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};
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Varyings UniversalVertexMeta(Attributes input)
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{
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Varyings output = (Varyings)0;
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output.positionCS = UnityMetaVertexPosition(input.positionOS.xyz, input.uv1, input.uv2);
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output.uv = TRANSFORM_TEX(input.uv0, _BaseMap);
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#ifdef EDITOR_VISUALIZATION
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UnityEditorVizData(input.positionOS.xyz, input.uv0, input.uv1, input.uv2, output.VizUV, output.LightCoord);
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#endif
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return output;
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}
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half4 UniversalFragmentMeta(Varyings fragIn, MetaInput metaInput)
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{
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#ifdef EDITOR_VISUALIZATION
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metaInput.VizUV = fragIn.VizUV;
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metaInput.LightCoord = fragIn.LightCoord;
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#endif
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return UnityMetaFragment(metaInput);
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}
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#endif
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