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//RealToon URP - MoVecPas
//MJQStudioWorks
//=========================
struct Attributes
{
float4 position : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float3 positionOld : TEXCOORD4;
#if _ADD_PRECOMPUTED_VELOCITY
float3 alembicMotionVector : TEXCOORD5;
#endif
#ifndef N_F_DDMD_ON
float4 weights : BLENDWEIGHTS;//DOTS_LiBleSki_MV
uint4 indices : BLENDINDICES;//DOTS_LiBleSki_MV
//uint vertexID : SV_VertexID;//DOTS_CompDef_MV
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float4 positionCSNoJitter : POSITION_CS_NO_JITTER;
float4 previousPositionCSNoJitter : PREV_POSITION_CS_NO_JITTER;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float3 normalWS : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
Varyings vert(Attributes input)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
#if defined(UNITY_DOTS_INSTANCING_ENABLED)
#ifdef N_F_DDMD_ON
float4 _LBS_CD_Position = input.position;
float3 _LBS_CD_Normal = input.normalOS;
//float4 _LBS_CD_Tangent = input.tangentOS; //not currently needed
#else
float4 _LBS_CD_Position = 0;
float3 _LBS_CD_Normal = 0;
float4 _LBS_CD_Tangent = 0;
DOTS_LiBleSki(input.indices, input.weights, input.position.xyz, input.normalOS.xyz, input.tangentOS.xyz, (float3)_LBS_CD_Position, _LBS_CD_Normal, (float3)_LBS_CD_Tangent);//DOTS_LiBleSki_MV
//DOTS_CompDef(input.vertexID, (float3)_LBS_CD_Position, _LBS_CD_Normal, (float3)_LBS_CD_Tangent);//DOTS_CompDef_MV
_LBS_CD_Position.w = 1.0;
#endif
#else
float4 _LBS_CD_Position = input.position;
float3 _LBS_CD_Normal = input.normalOS;
//float4 _LBS_CD_Tangent = input.tangentOS; //not currently needed
#endif
const VertexPositionInputs vertexInput = GetVertexPositionInputs(_LBS_CD_Position.xyz);
//RT_SE
#if N_F_SE_ON
input.position = RT_SE(vertexInput.positionWS, input.position);
_LBS_CD_Position = input.position;
#endif
//==
//RT_PA
#if N_F_PA_ON
output.positionCS = mul(RT_PA(-vertexInput.positionVS.z), float4(_LBS_CD_Position.xyz,1.0) ) + (float4(0,0,_ObjePosiZCS,0.0) * 0.0001);
#else
output.positionCS = vertexInput.positionCS + (float4(0, 0, _ObjePosiZCS, 0.0) * 0.0001);
#endif
//==
#if _UVSET_UV0
output.uv = TRANSFORM_TEX(input.uv, _MainTex);
#elif _UVSET_UV1
output.uv = TRANSFORM_TEX(input.uv1, _MainTex);
#endif
output.positionWS = TransformObjectToWorld(_LBS_CD_Position.xyz);
output.normalWS = TransformObjectToWorldDir(_LBS_CD_Normal);
output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, _LBS_CD_Position));
float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : _LBS_CD_Position;
#if _ADD_PRECOMPUTED_VELOCITY
prevPos = prevPos - float4(input.alembicMotionVector, 0);
#endif
output.previousPositionCSNoJitter = mul(_PrevViewProjMatrix, mul(UNITY_PREV_MATRIX_M, prevPos));
ApplyMotionVectorZBias(output.positionCS);
return output;
}
float4 frag(Varyings input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
#if N_F_TP_ON
half4 _MainTex_var = RT_Tripl_Default(_MainTex, sampler_MainTex, input.positionWS, input.normalWS);
#else
half4 _MainTex_var = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, TRANSFORM_TEX(input.uv, _MainTex));
#endif
//RT_CO
RT_CO(input.uv, _MainTex_var, _MainTex_var.a, input.positionWS, input.normalWS, input.positionCS.xy);
//==
//RT_NFD
#if N_F_NFD_ON
RT_NFD(input.positionCS.xy);
#endif
//==
#if defined(LOD_FADE_CROSSFADE)
LODFadeCrossFade(input.positionCS);
#endif
return float4(CalcNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 0, 0);
}
//

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