VR4Medical/ICI/Library/PackageCache/com.unity.render-pipelines.universal@2b88762731f8/Editor/VFXGraph/Shaders/VFXPasses.template
2025-07-29 13:45:50 +03:00

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${VFXBegin:VFXPassForward}"UniversalForwardOnly"${VFXEnd}
${VFXBegin:VFXPassForward2D}"Universal2D"${VFXEnd}
${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd}
${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd}
${VFXBegin:VFXPassDepth}"DepthOnly"${VFXEnd}
${VFXBegin:VFXPassDepthNormal}"DepthNormalsOnly"${VFXEnd}
${VFXBegin:VFXPassDepthDefine}
#if defined(WRITE_NORMAL_BUFFER)
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#else
#define SHADERPASS SHADERPASS_DEPTHONLY
#endif
${VFXEnd}
${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd}
${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd}
${VFXBegin:VFXPassForwardAdditionalPragma}
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ DEBUG_DISPLAY
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
${VFXEnd}
${VFXBegin:VFXPassForwardLitAdditionalPragma}
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
#pragma multi_compile _ DEBUG_DISPLAY
${VFXEnd}
${VFXBegin:VFXPassDepthAdditionalPragma}
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
${VFXEnd}
${VFXBegin:VFXPassGBufferAdditionalPragma}
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
//See Lit.shader, these multi_compile aren't used in GBuffer
//#pragma multi_compile _ _ADDITIONAL_LIGHTS
//#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#pragma multi_compile _ _CLUSTER_LIGHT_LOOP
${VFXEnd}
${VFXBegin:VFXUnlitDebugDisplay}
#if defined(DEBUG_DISPLAY)
InputData inputData;
SurfaceData surfaceData;
ZERO_INITIALIZE(SurfaceData, surfaceData);
ZERO_INITIALIZE(InputData, inputData);
surfaceData.albedo = o.color.rgb;
surfaceData.alpha = o.color.a;
half4 debugColor;
if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor))
{
o.color = debugColor;
}
#endif
${VFXEnd}