159 lines
4.3 KiB
HLSL
159 lines
4.3 KiB
HLSL
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#ifndef UNIVERSAL_PARTICLES_INPUT_INCLUDED
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#define UNIVERSAL_PARTICLES_INPUT_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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struct AttributesParticle
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{
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float4 positionOS : POSITION;
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half4 color : COLOR;
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#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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float4 texcoords : TEXCOORD0;
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float texcoordBlend : TEXCOORD1;
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#else
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float2 texcoords : TEXCOORD0;
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#endif
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsParticle
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{
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float4 clipPos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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half4 color : COLOR;
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#if defined(_FLIPBOOKBLENDING_ON)
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float3 texcoord2AndBlend : TEXCOORD5;
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#endif
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float4 positionWS : TEXCOORD1;
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#ifdef _NORMALMAP
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half4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
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half4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
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half4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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half3 normalWS : TEXCOORD2;
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half3 viewDirWS : TEXCOORD3;
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#endif
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#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
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float4 projectedPosition: TEXCOORD6;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD7;
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#endif
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half3 vertexSH : TEXCOORD8; // SH
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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//Advanced Dissolve
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ADVANCED_DISSOLVE_UV(9)
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};
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struct AttributesDepthOnlyParticle
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{
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float4 vertex : POSITION;
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float4 texcoords : TEXCOORD0;
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#if defined(_ALPHATEST_ON)
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half4 color : COLOR;
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#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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float texcoordBlend : TEXCOORD1;
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#endif
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsDepthOnlyParticle
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{
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float4 clipPos : SV_POSITION;
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float2 texcoord : TEXCOORD0;
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#if defined(_ALPHATEST_ON)
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half4 color : COLOR;
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#if defined(_FLIPBOOKBLENDING_ON)
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float3 texcoord2AndBlend : TEXCOORD5;
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#endif
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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//Advanced Dissolve
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float3 positionOS : TEXCOORD6;
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float3 normalOS : TEXCOORD7;
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ADVANCED_DISSOLVE_UV(8)
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};
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struct AttributesDepthNormalsParticle
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{
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float4 vertex : POSITION;
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#if defined(_ALPHATEST_ON)
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half4 color : COLOR;
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#endif
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#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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float4 texcoords : TEXCOORD0;
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float texcoordBlend : TEXCOORD1;
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#else
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float2 texcoords : TEXCOORD0;
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#endif
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float3 normal : NORMAL;
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float4 tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsDepthNormalsParticle
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{
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float4 clipPos : SV_POSITION;
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#if defined(_ALPHATEST_ON)
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half4 color : COLOR;
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#endif
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#if defined(_ALPHATEST_ON) || defined(_NORMALMAP)
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float2 texcoord : TEXCOORD0;
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#if defined(_FLIPBOOKBLENDING_ON)
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float3 texcoord2AndBlend : TEXCOORD5;
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#endif
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#endif
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#if defined(_NORMALMAP)
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float4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
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float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
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float4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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float3 normalWS : TEXCOORD2;
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float3 viewDirWS : TEXCOORD3;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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//Advanced Dissolve
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float3 positionWS : TEXCOORD5;
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ADVANCED_DISSOLVE_UV(6)
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};
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#endif // UNIVERSAL_PARTICLES_INPUT_INCLUDED
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