Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/ShaderGraph/Templates/ShaderPass.template

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2024-05-06 14:45:45 -04:00
Pass
{
$splice(PassName)
Tags
{
$splice(LightMode)
}
// Render State
$splice(RenderState)
// Debug
$splice(Debug)
// --------------------------------------------------
// Pass
HLSLPROGRAM
// Pragmas
$splice(PassPragmas)
$splice(DotsInstancingOptions)
$splice(HybridV1InjectedBuiltinProperties)
// Keywords
$splice(PassKeywords)
$splice(GraphKeywords)
// Defines
$features.graphVFX: #define HAVE_VFX_MODIFICATION
$Normal: #define _NORMALMAP 1
$NormalDropOffTS: #define _NORMAL_DROPOFF_TS 1
$NormalDropOffOS: #define _NORMAL_DROPOFF_OS 1
$NormalDropOffWS: #define _NORMAL_DROPOFF_WS 1
$Attributes.normalOS: #define ATTRIBUTES_NEED_NORMAL
$Attributes.tangentOS: #define ATTRIBUTES_NEED_TANGENT
$Attributes.uv0: #define ATTRIBUTES_NEED_TEXCOORD0
$Attributes.uv1: #define ATTRIBUTES_NEED_TEXCOORD1
$Attributes.uv2: #define ATTRIBUTES_NEED_TEXCOORD2
$Attributes.uv3: #define ATTRIBUTES_NEED_TEXCOORD3
$Attributes.color: #define ATTRIBUTES_NEED_COLOR
$Attributes.vertexID: #define ATTRIBUTES_NEED_VERTEXID
$Varyings.positionWS: #define VARYINGS_NEED_POSITION_WS
$Varyings.normalWS: #define VARYINGS_NEED_NORMAL_WS
$Varyings.tangentWS: #define VARYINGS_NEED_TANGENT_WS
$Varyings.texCoord0: #define VARYINGS_NEED_TEXCOORD0
$Varyings.texCoord1: #define VARYINGS_NEED_TEXCOORD1
$Varyings.texCoord2: #define VARYINGS_NEED_TEXCOORD2
$Varyings.texCoord3: #define VARYINGS_NEED_TEXCOORD3
$Varyings.color: #define VARYINGS_NEED_COLOR
$Varyings.elementToWorld0: #define VARYINGS_NEED_ELEMENT_TO_WORLD
$Varyings.worldToElement0: #define VARYINGS_NEED_WORLD_TO_ELEMENT
$Varyings.viewDirectionWS: #define VARYINGS_NEED_VIEWDIRECTION_WS
$Varyings.bitangentWS: #define VARYINGS_NEED_BITANGENT_WS
$Varyings.screenPosition: #define VARYINGS_NEED_SCREENPOSITION
$Varyings.fogFactorAndVertexLight: #define VARYINGS_NEED_FOG_AND_VERTEX_LIGHT
$Varyings.shadowCoord: #define VARYINGS_NEED_SHADOW_COORD
$Varyings.cullFace: #define VARYINGS_NEED_CULLFACE
$features.graphVertex: #define FEATURES_GRAPH_VERTEX
$Universal.UseLegacySpriteBlocks: #define UNIVERSAL_USELEGACYSPRITEBLOCKS
$splice(PassInstancing)
$splice(GraphDefines)
$splice(DotsInstancingVars)
// custom interpolator pre-include
$splice(sgci_CustomInterpolatorPreInclude)
// Includes
$splice(PreGraphIncludes)
// --------------------------------------------------
// Structs and Packing
// custom interpolators pre packing
$splice(CustomInterpolatorPrePacking)
$splice(PassStructs)
$splice(InterpolatorPack)
// --------------------------------------------------
// Graph
// Graph Properties
$splice(GraphProperties)
// Graph Includes
$splice(GraphIncludes)
// -- Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// -- Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
// Graph Functions
$splice(GraphFunctions)
// Custom interpolators pre vertex
$splice(CustomInterpolatorPreVertex)
// Graph Vertex
$splice(GraphVertex)
// Custom interpolators, pre surface
$splice(CustomInterpolatorPreSurface)
// Graph Pixel
$splice(GraphPixel)
// --------------------------------------------------
// Build Graph Inputs
#ifdef HAVE_VFX_MODIFICATION
#define VFX_SRP_ATTRIBUTES Attributes
#define VFX_SRP_VARYINGS Varyings
#define VFX_SRP_SURFACE_INPUTS SurfaceDescriptionInputs
#endif
$features.graphVFX: $include("VFXConfig.template.hlsl")
$features.graphVertex: $include("BuildVertexDescriptionInputs.template.hlsl")
$features.graphPixel: $include("SharedCode.template.hlsl")
// --------------------------------------------------
// Main
$splice(PostGraphIncludes)
// --------------------------------------------------
// Visual Effect Vertex Invocations
#ifdef HAVE_VFX_MODIFICATION
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/VisualEffectVertex.hlsl"
#endif
ENDHLSL
}