#ifndef LIL_PASS_META_INCLUDED #define LIL_PASS_META_INCLUDED #define LIL_WITHOUT_ANIMATION #include "lil_common.hlsl" #include "lil_common_appdata.hlsl" #if defined(LIL_HDRP) CBUFFER_START(UnityMetaPass) bool4 unity_MetaVertexControl; bool4 unity_MetaFragmentControl; int unity_VisualizationMode; CBUFFER_END float unity_OneOverOutputBoost; float unity_MaxOutputValue; float unity_UseLinearSpace; #endif //------------------------------------------------------------------------------------------------------------------------------ // Structure #if !defined(LIL_CUSTOM_V2F_MEMBER) #define LIL_CUSTOM_V2F_MEMBER(id0,id1,id2,id3,id4,id5,id6,id7) #endif #define LIL_V2F_POSITION_CS #define LIL_V2F_VIZUV #define LIL_V2F_LIGHTCOORD #define LIL_V2F_PACKED_TEXCOORD01 #define LIL_V2F_PACKED_TEXCOORD23 struct v2f { float4 positionCS : SV_POSITION; float4 uv01 : TEXCOORD0; float4 uv23 : TEXCOORD1; #if defined(EDITOR_VISUALIZATION) && !defined(LIL_HDRP) float2 vizUV : TEXCOORD2; float4 lightCoord : TEXCOORD3; #endif LIL_CUSTOM_V2F_MEMBER(4,5,6,7,8,9,10,11) LIL_VERTEX_INPUT_INSTANCE_ID LIL_VERTEX_OUTPUT_STEREO }; //------------------------------------------------------------------------------------------------------------------------------ // Shader #include "lil_common_vert.hlsl" #include "lil_common_frag.hlsl" float4 frag(v2f input) : SV_Target { float facing = 1.0; //------------------------------------------------------------------------------------------------------------------------------ // Initialize LIL_SETUP_INSTANCE_ID(input); LIL_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); lilFragData fd = lilInitFragData(); BEFORE_UNPACK_V2F OVERRIDE_UNPACK_V2F BEFORE_ANIMATE_MAIN_UV OVERRIDE_ANIMATE_MAIN_UV BEFORE_MAIN OVERRIDE_MAIN fd.albedo = fd.col.rgb; fd.col.rgb = 0.0; #if defined(LIL_LITE) fd.triMask = LIL_SAMPLE_2D(_TriMask, sampler_MainTex, fd.uvMain); #endif BEFORE_EMISSION_1ST #if defined(LIL_FEATURE_EMISSION_1ST) || defined(LIL_LITE) OVERRIDE_EMISSION_1ST #endif #if !defined(LIL_LITE) BEFORE_EMISSION_1ST #if defined(LIL_FEATURE_EMISSION_2ND) OVERRIDE_EMISSION_2ND #endif #endif BEFORE_BLEND_EMISSION OVERRIDE_BLEND_EMISSION #if defined(LIL_HDRP) if(!unity_MetaFragmentControl.y) fd.col.rgb = clamp(pow(abs(fd.albedo), saturate(unity_OneOverOutputBoost)), 0, unity_MaxOutputValue); return fd.col; #else MetaInput metaInput; LIL_INITIALIZE_STRUCT(MetaInput, metaInput); metaInput.Albedo = abs(fd.albedo); metaInput.Emission = fd.col.rgb; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = input.vizUV; metaInput.LightCoord = input.lightCoord; #endif return MetaFragment(metaInput); #endif } #endif