Pass { Tags { "LightMode"="UniversalGBuffer" } ${VFXStencilGBuffer} HLSLPROGRAM #pragma target 4.5 ${VFXPassGBufferAdditionalPragma} ${VFXURPGBufferDefines} ${VFXIncludeRP("VFXLitVaryings.template")} struct ps_input { float4 pos : SV_POSITION; ${VFXURPLitDeclareVaryings} #if USE_FLIPBOOK_INTERPOLATION float4 uv : TEXCOORD1; #else #if USE_FLIPBOOK_ARRAY_LAYOUT float3 uv : TEXCOORD1; #else float2 uv : TEXCOORD1; #endif #endif #if VFX_SHADERGRAPH_HAS_UV1 float4 uv1 : COLOR2; #endif #if VFX_SHADERGRAPH_HAS_UV2 float4 uv2 : COLOR3; #endif #if VFX_SHADERGRAPH_HAS_UV3 float4 uv3 : COLOR4; #endif #if VFX_SHADERGRAPH_HAS_COLOR float4 vertexColor : COLOR1; #endif float3 normal : TEXCOORD2; #if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER float4 tangent : TEXCOORD3; #endif #if USE_SOFT_PARTICLE || USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION // x: inverse soft particles fade distance // y: alpha threshold // z: frame blending factor nointerpolation float3 builtInInterpolants : TEXCOORD4; #endif #if USE_FLIPBOOK_MOTIONVECTORS // x: motion vector scale u // y: motion vector scale v nointerpolation float2 builtInInterpolants2 : TEXCOORD5; #endif float3 posWS : TEXCOORD6; //Needed for GI ${VFXAdditionalInterpolantsDeclaration} UNITY_VERTEX_OUTPUT_STEREO }; struct ps_output { float4 color : SV_Target0; }; ${VFXURPLitVaryingsMacros} #define VFX_VARYING_PS_INPUTS ps_input #define VFX_VARYING_POSCS pos #define VFX_VARYING_UV uv #define VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x #define VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y #define VFX_VARYING_FRAMEBLEND builtInInterpolants.z #define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy #define VFX_VARYING_NORMAL normal #if USE_NORMAL_MAP || SHADERGRAPH_NEEDS_TANGENT_GBUFFER #define VFX_VARYING_TANGENT tangent #endif #define VFX_VARYING_POSWS posWS ${VFXBegin:VFXVertexAdditionalProcess} ${VFXURPLitFillVaryings} ${VFXEnd} ${VFXInclude("Shaders/ParticleMeshes/Pass.template")} #define SHADERPASS SHADERPASS_GBUFFER ${VFXIncludeRP("VFXLit.template")} ${SHADERGRAPH_PIXEL_CODE_GBUFFER} #pragma fragment frag void frag(ps_input i , out FragmentOutput outGBuffer #if USE_DOUBLE_SIDED , bool frontFace : SV_IsFrontFace #endif ) { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); VFXTransformPSInputs(i); ${VFXComputeNormalWS} #ifdef VFX_SHADERGRAPH ${VFXAdditionalInterpolantsPreparation} ${SHADERGRAPH_PIXEL_CALL_GBUFFER} ${VFXIncludeRP("VFXSGSurfaceData.template")} VFXComputePixelOutputToGBufferShaderGraph(i, surface, normalWS, outGBuffer); #else VFXComputePixelOutputToGBuffer(i, normalWS, uvData, outGBuffer); #endif } ENDHLSL }