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