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