#ifndef UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED #define UNIVERSAL_DEPTH_ONLY_PASS_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //Advnaced Dissolve #include "AdvancedDissolve_Alpha.hlsl" struct Attributes { float4 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { float2 uv : TEXCOORD0; float4 positionCS : SV_POSITION; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO //Advanced Dissolve float3 positionOS : TEXCOORD2; float3 normalOS : TEXCOORD3; ADVANCED_DISSOLVE_UV(4) }; Varyings DepthOnlyVertex(Attributes input) { Varyings output = (Varyings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); #if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON) CURVEDWORLD_TRANSFORM_VERTEX(input.position) #endif output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); output.positionCS = TransformObjectToHClip(input.position.xyz); //Advanced Dissolve output.positionOS = input.position.xyz; output.normalOS = input.normal; ADVANCED_DISSOLVE_INIT_UV(output, input.texcoord, output.positionCS) return output; } half4 DepthOnlyFragment(Varyings input) : SV_TARGET { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); //Advanced Dissolve//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #if defined(_AD_STATE_ENABLED) float4 dissolveBase = 0; #if defined(_AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA) || defined(_AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR) dissolveBase = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); dissolveBase.rgb *= _BaseColor.rgb; #endif ADVANCED_DISSOLVE_SETUP_CUTOUT_SOURCE_USING_OS(input, dissolveBase, input.positionOS, input.normalOS) #if !defined(_ALPHATEST_ON) AdvancedDissolveClip(cutoutSource); #endif #endif //Advanced Dissolve///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #if defined(_AD_STATE_ENABLED) AdvancedDissolve_Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff, cutoutSource); #else Alpha(SampleAlbedoAlpha(input.uv, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)).a, _BaseColor, _Cutoff); #endif return 0; } #endif