76 lines
3.5 KiB
Plaintext
76 lines
3.5 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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${VFXBegin:VFXPassForwardAdditionalPragma}
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile _ DEBUG_DISPLAY
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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${VFXEnd}
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${VFXBegin:VFXPassForwardLitAdditionalPragma}
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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#pragma multi_compile _ DEBUG_DISPLAY
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${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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${VFXBegin:VFXPassGBufferAdditionalPragma}
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
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//See Lit.shader, these multi_compile aren't used in GBuffer
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//#pragma multi_compile _ _ADDITIONAL_LIGHTS
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//#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
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${VFXEnd}
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${VFXBegin:VFXUnlitDebugDisplay}
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#if defined(DEBUG_DISPLAY)
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InputData inputData;
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SurfaceData surfaceData;
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ZERO_INITIALIZE(SurfaceData, surfaceData);
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ZERO_INITIALIZE(InputData, inputData);
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surfaceData.albedo = o.color.rgb;
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surfaceData.alpha = o.color.a;
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half4 debugColor;
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if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
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{
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o.color = debugColor;
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}
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#endif
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${VFXEnd}
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