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			3.5 KiB
		
	
	
	
		
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			76 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | ${VFXBegin:VFXPassForward}"UniversalForwardOnly"${VFXEnd} | ||
|  | ${VFXBegin:VFXPassForward2D}"Universal2D"${VFXEnd} | ||
|  | ${VFXBegin:VFXPassShadow}"ShadowCaster"${VFXEnd} | ||
|  | ${VFXBegin:VFXPassVelocity}"MotionVectors"${VFXEnd} | ||
|  | ${VFXBegin:VFXPassDepth}"DepthOnly"${VFXEnd} | ||
|  | ${VFXBegin:VFXPassDepthNormal}"DepthNormalsOnly"${VFXEnd} | ||
|  | 
 | ||
|  | ${VFXBegin:VFXPassDepthDefine} | ||
|  | #if defined(WRITE_NORMAL_BUFFER) | ||
|  | #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY | ||
|  | #else | ||
|  | #define SHADERPASS SHADERPASS_DEPTHONLY | ||
|  | #endif | ||
|  | ${VFXEnd} | ||
|  | ${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd} | ||
|  | ${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd} | ||
|  | 
 | ||
|  | ${VFXBegin:VFXPassForwardAdditionalPragma} | ||
|  | #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION | ||
|  | #pragma multi_compile _ DEBUG_DISPLAY | ||
|  | #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" | ||
|  | #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" | ||
|  | ${VFXEnd} | ||
|  | 
 | ||
|  | ${VFXBegin:VFXPassForwardLitAdditionalPragma} | ||
|  | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN | ||
|  | #pragma multi_compile _ _ADDITIONAL_LIGHTS | ||
|  | #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS | ||
|  | #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING | ||
|  | #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION | ||
|  | #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH | ||
|  | #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION | ||
|  | #pragma multi_compile_fragment _ _LIGHT_COOKIES | ||
|  | #pragma multi_compile _ _LIGHT_LAYERS | ||
|  | #pragma multi_compile _ _CLUSTER_LIGHT_LOOP | ||
|  | #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Fog.hlsl" | ||
|  | #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" | ||
|  | #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" | ||
|  | #pragma multi_compile _ DEBUG_DISPLAY | ||
|  | ${VFXEnd} | ||
|  | ${VFXBegin:VFXPassDepthAdditionalPragma} | ||
|  | #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT | ||
|  | ${VFXEnd} | ||
|  | ${VFXBegin:VFXPassGBufferAdditionalPragma} | ||
|  | #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING | ||
|  | #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION | ||
|  | #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT | ||
|  | #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN | ||
|  | #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED | ||
|  | #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" | ||
|  | //See Lit.shader, these multi_compile aren't used in GBuffer | ||
|  | //#pragma multi_compile _ _ADDITIONAL_LIGHTS | ||
|  | //#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION | ||
|  | #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH | ||
|  | #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" | ||
|  | #pragma multi_compile _ _CLUSTER_LIGHT_LOOP | ||
|  | ${VFXEnd} | ||
|  | 
 | ||
|  | ${VFXBegin:VFXUnlitDebugDisplay} | ||
|  | #if defined(DEBUG_DISPLAY) | ||
|  |     InputData inputData; | ||
|  |     SurfaceData surfaceData; | ||
|  |     ZERO_INITIALIZE(SurfaceData, surfaceData); | ||
|  |     ZERO_INITIALIZE(InputData, inputData); | ||
|  |     surfaceData.albedo = o.color.rgb; | ||
|  |     surfaceData.alpha = o.color.a; | ||
|  | 
 | ||
|  |     half4 debugColor; | ||
|  |     if (CanDebugOverrideOutputColor(inputData, surfaceData, debugColor)) | ||
|  |     { | ||
|  |         o.color = debugColor; | ||
|  |     } | ||
|  | #endif | ||
|  | ${VFXEnd} |