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