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