#ifndef UNIVERSAL_PARTICLES_INPUT_INCLUDED #define UNIVERSAL_PARTICLES_INPUT_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" struct AttributesParticle { float4 vertex : POSITION; half4 color : COLOR; #if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED) float4 texcoords : TEXCOORD0; float texcoordBlend : TEXCOORD1; #else float2 texcoords : TEXCOORD0; #endif #if !defined(PARTICLES_EDITOR_META_PASS) float3 normal : NORMAL; float4 tangent : TANGENT; #endif UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsParticle { float4 clipPos : SV_POSITION; float2 texcoord : TEXCOORD0; half4 color : COLOR; #if defined(_FLIPBOOKBLENDING_ON) float3 texcoord2AndBlend : TEXCOORD5; #endif #if !defined(PARTICLES_EDITOR_META_PASS) float4 positionWS : TEXCOORD1; #ifdef _NORMALMAP float4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y float4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z #else float3 normalWS : TEXCOORD2; float3 viewDirWS : TEXCOORD3; #endif #if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) float4 projectedPosition: TEXCOORD6; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD7; #endif float3 vertexSH : TEXCOORD8; // SH #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #endif // UNIVERSAL_PARTICLES_INPUT_INCLUDED