HoloprojStreaming/Assets/lilToon/Shader/Includes/lil_pass_universal2d.hlsl

56 lines
1.5 KiB
HLSL

#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