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