Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Shaders /Particles /ParticlesDepthOnlyPass.hlsl
| #ifndef UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED | |
| #define UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED | |
| #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" | |
| VaryingsDepthOnlyParticle DepthOnlyVertex(AttributesDepthOnlyParticle input) | |
| { | |
| VaryingsDepthOnlyParticle output = (VaryingsDepthOnlyParticle)0; | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_TRANSFER_INSTANCE_ID(input, output); | |
| UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); | |
| VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); | |
| output.clipPos = vertexInput.positionCS; | |
| #if defined(_ALPHATEST_ON) | |
| output.color = GetParticleColor(input.color); | |
| #if defined(_FLIPBOOKBLENDING_ON) | |
| #if defined(UNITY_PARTICLE_INSTANCING_ENABLED) | |
| GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0); | |
| #else | |
| GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend); | |
| #endif | |
| #else | |
| GetParticleTexcoords(output.texcoord, input.texcoords.xy); | |
| #endif | |
| #endif | |
| return output; | |
| } | |
| half DepthOnlyFragment(VaryingsDepthOnlyParticle input) : SV_TARGET | |
| { | |
| UNITY_SETUP_INSTANCE_ID(input); | |
| UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); | |
| // Check if we need to discard... | |
| #if defined(_ALPHATEST_ON) | |
| float2 uv = input.texcoord; | |
| half4 vertexColor = input.color; | |
| half4 baseColor = _BaseColor; | |
| #if defined(_FLIPBOOKBLENDING_ON) | |
| float3 blendUv = input.texcoord2AndBlend; | |
| #else | |
| float3 blendUv = float3(0,0,0); | |
| #endif | |
| half4 albedo = BlendTexture(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), uv, blendUv) * baseColor; | |
| half4 colorAddSubDiff = half4(0, 0, 0, 0); | |
| #if defined (_COLORADDSUBDIFF_ON) | |
| colorAddSubDiff = _BaseColorAddSubDiff; | |
| #endif | |
| albedo = MixParticleColor(albedo, vertexColor, colorAddSubDiff); | |
| AlphaDiscard(albedo.a, _Cutoff); | |
| #endif | |
| return input.clipPos.z; | |
| } | |
| #endif // UNIVERSAL_PARTICLES_LIT_DEPTH_ONLY_PASS_INCLUDED | |