#ifndef LIL_PASS_UNIVERSAL2D_INCLUDED #define LIL_PASS_UNIVERSAL2D_INCLUDED #include "lil_common.hlsl" #include "lil_common_appdata.hlsl" //------------------------------------------------------------------------------------------------------------------------------ // 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_TEXCOORD0 struct v2f { float4 positionCS : SV_POSITION; float2 uv0 : TEXCOORD0; LIL_CUSTOM_V2F_MEMBER(1,2,3,4,5,6,7,8) 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 { 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 #if LIL_RENDER == 1 #ifdef LIL_LITE clip(fd.col.a - _Cutoff); #else fd.col.a = saturate((fd.col.a - _Cutoff) / max(fwidth(fd.col.a), 0.0001) + 0.5); #endif #elif LIL_RENDER == 2 clip(fd.col.a - _Cutoff); #endif return fd.col; } #endif