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#ifndef UNIVERSAL_PARTICLES_EDITOR_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_EDITOR_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
#ifdef _ALPHATEST_ON
half _Cutoff;
#endif
float _ObjectId;
float _PassValue;
float4 _SelectionID;
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle vertParticleEditor(AttributesParticle input)
{
VaryingsParticle output = (VaryingsParticle)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
output.clipPos = vertexInput.positionCS;
output.color = GetParticleColor(input.color);
#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
return output;
}
void fragParticleSceneClip(VaryingsParticle input)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float2 uv = input.texcoord;
float3 blendUv = float3(0, 0, 0);
#if defined(_FLIPBOOKBLENDING_ON)
blendUv = input.texcoord2AndBlend;
#endif
float4 projectedPosition = float4(0, 0, 0, 0);
half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, input.color, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
half alpha = albedo.a;
#ifdef _ALPHATEST_ON
clip(alpha - _Cutoff);
#endif
}
half4 fragParticleSceneHighlight(VaryingsParticle input) : SV_Target
{
fragParticleSceneClip(input);
return float4(_ObjectId, _PassValue, 1, 1);
}
half4 fragParticleScenePicking(VaryingsParticle input) : SV_Target
{
fragParticleSceneClip(input);
return _SelectionID;
}
#endif // UNIVERSAL_PARTICLES_EDITOR_PASS_INCLUDED

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#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

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// ------------------------------------------
// No shadows
Shader "Universal Render Pipeline/Particles/Lit"
{
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_MetallicGlossMap("Metallic Map", 2D) = "white" {}
[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_ReceiveShadows("Receive Shadows", Float) = 1.0
// -------------------------------------
// Particle specific
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
_DistortionBlend("Distortion Blend", Float) = 0.5
_DistortionStrength("Distortion Strength", Float) = 1.0
// -------------------------------------
// Hidden properties - Generic
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__mode", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
// Particle specific
[HideInInspector] _ColorMode("_ColorMode", Float) = 0.0
[HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0)
[ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0
[HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
[HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0
[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _FlipbookMode("flipbook", Float) = 0
[HideInInspector] _Glossiness("gloss", Float) = 0
[HideInInspector] _Mode("mode", Float) = 0
[HideInInspector] _Color("color", Color) = (1,1,1,1)
}
SubShader
{
Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit"}
// ------------------------------------------------------------------
// Forward pass.
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags {"LightMode" = "UniversalForward"}
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
#pragma shader_feature_local _FADING_ON
#pragma shader_feature_local _DISTORTION_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitForwardPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// GBuffer pass.
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Particle Keywords
//#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
//#pragma shader_feature _SOFTPARTICLES_ON
//#pragma shader_feature _FADING_ON
//#pragma shader_feature _DISTORTION_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex ParticlesGBufferVertex
#pragma fragment ParticlesGBufferFragment
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitGbufferPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene view outline pass.
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleSceneHighlight
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene picking buffer pass.
Pass
{
Name "ScenePickingPass"
Tags{ "LightMode" = "Picking" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleScenePicking
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags{ "LightMode" = "Universal2D" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
Fallback "Universal Render Pipeline/Particles/SimpleLit"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesLitShader"
}

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#ifndef UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
{
output = (InputData)0;
output.positionWS = input.positionWS.xyz;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
output.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
output.normalWS = input.normalWS;
#endif
output.normalWS = NormalizeNormalPerPixel(output.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
output.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
#else
output.shadowCoord = float4(0, 0, 0, 0);
#endif
output.fogCoord = (half)input.positionWS.w;
output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
output.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
output.shadowMask = half4(1, 1, 1, 1);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle ParticlesLitVertex(AttributesParticle input)
{
VaryingsParticle output = (VaryingsParticle)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.positionWS.xyz = vertexInput.positionWS;
output.positionWS.w = fogFactor;
output.clipPos = vertexInput.positionCS;
output.color = GetParticleColor(input.color);
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
output.projectedPosition = vertexInput.positionNDC;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
ParticleParams particleParams;
InitParticleParams(input, particleParams);
SurfaceData surfaceData;
InitializeParticleLitSurfaceData(particleParams, surfaceData);
InputData inputData = (InputData)0;
InitializeInputData(input, surfaceData.normalTS, inputData);
half4 color = UniversalFragmentPBR(inputData, surfaceData);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, _Surface);
return color;
}
#endif // UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED

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#ifndef UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
{
output = (InputData)0;
output.positionWS = input.positionWS.xyz;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
output.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
output.normalWS = input.normalWS;
#endif
output.normalWS = NormalizeNormalPerPixel(output.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
output.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
#else
output.shadowCoord = float4(0, 0, 0, 0);
#endif
output.fogCoord = 0.0; // not used for deferred shading
output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
output.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
output.shadowMask = half4(1, 1, 1, 1);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle ParticlesGBufferVertex(AttributesParticle input)
{
VaryingsParticle output = (VaryingsParticle)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.positionWS.xyz = vertexInput.positionWS;
output.clipPos = vertexInput.positionCS;
output.color = input.color;
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
FragmentOutput ParticlesGBufferFragment(VaryingsParticle input)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
float3 blendUv = float3(0, 0, 0);
#if defined(_FLIPBOOKBLENDING_ON)
blendUv = input.texcoord2AndBlend;
#endif
float4 projectedPosition = float4(0,0,0,0);
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
projectedPosition = input.projectedPosition;
#endif
SurfaceData surfaceData;
InitializeParticleLitSurfaceData(input.texcoord, blendUv, input.color, projectedPosition, surfaceData);
InputData inputData = (InputData)0;
InitializeInputData(input, surfaceData.normalTS, inputData);
// Stripped down version of UniversalFragmentPBR().
// in LitForwardPass GlobalIllumination (and temporarily LightingPhysicallyBased) are called inside UniversalFragmentPBR
// in Deferred rendering we store the sum of these values (and of emission as well) in the GBuffer
BRDFData brdfData;
InitializeBRDFData(surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
half3 color = GlobalIllumination(brdfData, inputData.bakedGI, surfaceData.occlusion, inputData.normalWS, inputData.viewDirectionWS);
return BRDFDataToGbuffer(brdfData, inputData, surfaceData.smoothness, surfaceData.emission + color);
}
#endif // UNIVERSAL_PARTICLES_GBUFFER_LIT_PASS_INCLUDED

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#ifndef UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
#define UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
float4 _SoftParticleFadeParams;
float4 _CameraFadeParams;
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _EmissionColor;
half4 _BaseColorAddSubDiff;
half _Cutoff;
half _Metallic;
half _Smoothness;
half _BumpScale;
half _DistortionStrengthScaled;
half _DistortionBlend;
half _Surface;
CBUFFER_END
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap);
#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
#define CAMERA_NEAR_FADE _CameraFadeParams.x
#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
// Pre-multiplied alpha helper
#if defined(_ALPHAPREMULTIPLY_ON)
#define ALBEDO_MUL albedo
#else
#define ALBEDO_MUL albedo.a
#endif
half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap))
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
// No distortion Support
albedo = MixParticleColor(albedo, particleColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
#if defined(_SOFTPARTICLES_ON)
ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition);
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
#endif
return albedo;
}
half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params)
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor;
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
// No distortion Support
albedo = MixParticleColor(albedo, params.vertexColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
#if defined(_SOFTPARTICLES_ON)
ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params);
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition);
#endif
return albedo;
}
inline void InitializeParticleLitSurfaceData(float2 uv, float3 blendUv, float4 particleColor, float4 projectedPosition, out SurfaceData outSurfaceData)
{
half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, particleColor, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
#if defined(_METALLICSPECGLOSSMAP)
half2 metallicGloss = BlendTexture(TEXTURE2D_ARGS(_MetallicGlossMap, sampler_MetallicGlossMap), uv, blendUv).ra * half2(1.0, _Smoothness);
#else
half2 metallicGloss = half2(_Metallic, _Smoothness);
#endif
half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#if defined(_EMISSION)
half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv).rgb * _EmissionColor.rgb;
#else
half3 emission = half3(0, 0, 0);
#endif
#if defined(_DISTORTION_ON)
albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
#endif
outSurfaceData = (SurfaceData)0;
outSurfaceData.albedo = albedo.rgb;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
outSurfaceData.normalTS = normalTS;
outSurfaceData.emission = emission;
outSurfaceData.metallic = metallicGloss.r;
outSurfaceData.smoothness = metallicGloss.g;
outSurfaceData.occlusion = 1.0;
outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, albedo.a);
outSurfaceData.alpha = albedo.a;
outSurfaceData.clearCoatMask = 0.0h;
outSurfaceData.clearCoatSmoothness = 1.0h;
}
inline void InitializeParticleLitSurfaceData(ParticleParams params, out SurfaceData outSurfaceData)
{
half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), params);
#if defined(_METALLICSPECGLOSSMAP)
half2 metallicGloss = BlendTexture(TEXTURE2D_ARGS(_MetallicGlossMap, sampler_MetallicGlossMap), params.uv, params.blendUv).ra * half2(1.0, _Smoothness);
#else
half2 metallicGloss = half2(_Metallic, _Smoothness);
#endif
half3 normalTS = SampleNormalTS(params.uv, params.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap), _BumpScale);
#if defined(_EMISSION)
half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), params.uv, params.blendUv).rgb * _EmissionColor.rgb;
#else
half3 emission = half3(0, 0, 0);
#endif
#if defined(_DISTORTION_ON)
albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, params.projectedPosition);
#endif
outSurfaceData = (SurfaceData)0;
outSurfaceData.albedo = albedo.rgb;
outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h);
outSurfaceData.normalTS = normalTS;
outSurfaceData.emission = emission;
outSurfaceData.metallic = metallicGloss.r;
outSurfaceData.smoothness = metallicGloss.g;
outSurfaceData.occlusion = 1.0;
outSurfaceData.albedo = AlphaModulate(outSurfaceData.albedo, albedo.a);
outSurfaceData.alpha = albedo.a;
outSurfaceData.clearCoatMask = 0.0h;
outSurfaceData.clearCoatSmoothness = 1.0h;
}
#endif // UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED

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// ------------------------------------------
// Only directional light is supported for lit particles
// No shadow
// No distortion
Shader "Universal Render Pipeline/Particles/Simple Lit"
{
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_SpecGlossMap("Specular", 2D) = "white" {}
_SpecColor("Specular", Color) = (1.0, 1.0, 1.0)
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
[HideInInspector] _SmoothnessSource("Smoothness Source", Float) = 0.0
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
_ReceiveShadows("Receive Shadows", Float) = 1.0
// -------------------------------------
// Particle specific
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
_DistortionBlend("Distortion Blend", Float) = 0.5
_DistortionStrength("Distortion Strength", Float) = 1.0
// -------------------------------------
// Hidden properties - Generic
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__mode", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
// Particle specific
[HideInInspector] _ColorMode("_ColorMode", Float) = 0.0
[HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0)
[ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0
[HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
[HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0
[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _FlipbookMode("flipbook", Float) = 0
[HideInInspector] _Glossiness("gloss", Float) = 0
[HideInInspector] _Mode("mode", Float) = 0
[HideInInspector] _Color("color", Color) = (1,1,1,1)
}
SubShader
{
Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit"}
// ------------------------------------------------------------------
// Forward pass.
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags {"LightMode" = "UniversalForward"}
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
#pragma shader_feature_local _FADING_ON
#pragma shader_feature_local _DISTORTION_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex ParticlesLitVertex
#pragma fragment ParticlesLitFragment
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitForwardPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// GBuffer pass.
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "GBuffer"
Tags{"LightMode" = "UniversalGBuffer"}
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma exclude_renderers gles
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _ _SPECGLOSSMAP _SPECULAR_COLOR
#pragma shader_feature_local_fragment _GLOSSINESS_FROM_BASE_ALPHA
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
// -------------------------------------
// Particle Keywords
//#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
//#pragma shader_feature _SOFTPARTICLES_ON
//#pragma shader_feature _FADING_ON
//#pragma shader_feature _DISTORTION_ON
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
//#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex ParticlesLitGBufferVertex
#pragma fragment ParticlesLitGBufferFragment
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitGBufferPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene view outline pass.
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleSceneHighlight
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene picking buffer pass.
Pass
{
Name "ScenePickingPass"
Tags{ "LightMode" = "Picking" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleScenePicking
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags{ "LightMode" = "Universal2D" }
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON
#include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/Universal2D.hlsl"
ENDHLSL
}
}
Fallback "Universal Render Pipeline/Particles/Unlit"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesSimpleLitShader"
}

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#ifndef UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
{
output = (InputData)0;
output.positionWS = input.positionWS.xyz;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
output.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
output.normalWS = input.normalWS;
#endif
output.normalWS = NormalizeNormalPerPixel(output.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
output.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
#else
output.shadowCoord = float4(0, 0, 0, 0);
#endif
output.fogCoord = (half)input.positionWS.w;
output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
output.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
output.shadowMask = half4(1, 1, 1, 1);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle ParticlesLitVertex(AttributesParticle input)
{
VaryingsParticle output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.positionWS.xyz = vertexInput.positionWS.xyz;
output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z);
output.clipPos = vertexInput.positionCS;
output.color = GetParticleColor(input.color);
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
output.projectedPosition = vertexInput.positionNDC;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
ParticleParams particleParams;
InitParticleParams(input, particleParams);
half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams);
half3 diffuse = AlphaModulate(albedo.rgb, albedo.a);
half alpha = albedo.a;
#if defined(_EMISSION)
half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv) * _EmissionColor.rgb;
#else
half3 emission = half3(0, 0, 0);
#endif
half4 specularGloss = SampleSpecularSmoothness(particleParams.uv, particleParams.blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
half shininess = specularGloss.a;
#if defined(_DISTORTION_ON)
diffuse = Distortion(half4(diffuse, alpha), normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition);
#endif
InputData inputData;
InitializeInputData(input, normalTS, inputData);
half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, _Surface);
return color;
}
#endif // UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED

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#ifndef UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
{
output = (InputData)0;
output.positionWS = input.positionWS.xyz;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
output.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
output.normalWS = input.normalWS;
#endif
output.normalWS = NormalizeNormalPerPixel(output.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
output.viewDirectionWS = viewDirWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = input.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
#else
output.shadowCoord = float4(0, 0, 0, 0);
#endif
output.fogCoord = 0; // not used for deferred shading
output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
output.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
output.shadowMask = half4(1, 1, 1, 1);
}
inline void InitializeParticleSimpleLitSurfaceData(VaryingsParticle input, out SurfaceData outSurfaceData)
{
outSurfaceData = (SurfaceData)0;
ParticleParams particleParams;
InitParticleParams(input, particleParams);
outSurfaceData.normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams);
outSurfaceData.albedo = AlphaModulate(albedo.rgb, albedo.a);
outSurfaceData.alpha = albedo.a;
#if defined(_EMISSION)
outSurfaceData.emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv) * _EmissionColor.rgb;
#else
outSurfaceData.emission = half3(0, 0, 0);
#endif
half4 specularGloss = SampleSpecularSmoothness(particleParams.uv, particleParams.blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
outSurfaceData.specular = specularGloss.rgb;
outSurfaceData.smoothness = specularGloss.a;
#if defined(_DISTORTION_ON)
outSurfaceData.albedo = Distortion(half4(outSurfaceData.albedo, outSurfaceData.alpha), outSurfaceData.normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
#endif
outSurfaceData.metallic = 0.0; // unused
outSurfaceData.occlusion = 1.0; // unused
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle ParticlesLitGBufferVertex(AttributesParticle input)
{
VaryingsParticle output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
output.positionWS.xyz = vertexInput.positionWS.xyz;
output.positionWS.w = 0;
output.clipPos = vertexInput.positionCS;
output.color = GetParticleColor(input.color);
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
output.projectedPosition = vertexInput.positionNDC;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
return output;
}
FragmentOutput ParticlesLitGBufferFragment(VaryingsParticle input)
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
SurfaceData surfaceData;
InitializeParticleSimpleLitSurfaceData(input, surfaceData);
InputData inputData;
InitializeInputData(input, surfaceData.normalTS, inputData);
half4 color = half4(inputData.bakedGI * surfaceData.albedo + surfaceData.emission, surfaceData.alpha);
return SurfaceDataToGbuffer(surfaceData, inputData, color.rgb, kLightingSimpleLit);
}
#endif // UNIVERSAL_PARTICLES_GBUFFER_SIMPLE_LIT_PASS_INCLUDED

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#ifndef UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED
#define UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
float4 _SoftParticleFadeParams;
float4 _CameraFadeParams;
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _EmissionColor;
half4 _BaseColorAddSubDiff;
half4 _SpecColor;
half _Cutoff;
half _Smoothness;
half _DistortionStrengthScaled;
half _DistortionBlend;
half _Surface;
CBUFFER_END
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
#define CAMERA_NEAR_FADE _CameraFadeParams.x
#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap))
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
albedo = MixParticleColor(albedo, particleColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
#if defined(_SOFTPARTICLES_ON)
ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition);
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
#endif
return albedo;
}
half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params)
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor;
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
albedo = MixParticleColor(albedo, params.vertexColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
#if defined(_SOFTPARTICLES_ON)
ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params);
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition);
#endif
return albedo;
}
half4 SampleSpecularSmoothness(float2 uv, float3 blendUv, half alpha, half4 specColor, TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap))
{
half4 specularGloss = half4(0.0h, 0.0h, 0.0h, 1.0h);
#ifdef _SPECGLOSSMAP
specularGloss = BlendTexture(TEXTURE2D_ARGS(specGlossMap, sampler_specGlossMap), uv, blendUv);
#elif defined(_SPECULAR_COLOR)
specularGloss = specColor;
#endif
#ifdef _GLOSSINESS_FROM_BASE_ALPHA
specularGloss.a = alpha;
#endif
specularGloss.a = exp2(10 * specularGloss.a + 1);
return specularGloss;
}
#endif // UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED

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Shader "Universal Render Pipeline/Particles/Unlit"
{
Properties
{
[MainTexture] _BaseMap("Base Map", 2D) = "white" {}
[MainColor] _BaseColor("Base Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_BumpMap("Normal Map", 2D) = "bump" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
// -------------------------------------
// Particle specific
_SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0
_SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0
_CameraNearFadeDistance("Camera Near Fade", Float) = 1.0
_CameraFarFadeDistance("Camera Far Fade", Float) = 2.0
_DistortionBlend("Distortion Blend", Float) = 0.5
_DistortionStrength("Distortion Strength", Float) = 1.0
// -------------------------------------
// Hidden properties - Generic
[HideInInspector] _Surface("__surface", Float) = 0.0
[HideInInspector] _Blend("__mode", Float) = 0.0
[HideInInspector] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _BlendOp("__blendop", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _Cull("__cull", Float) = 2.0
// Particle specific
[HideInInspector] _ColorMode("_ColorMode", Float) = 0.0
[HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0)
[ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0
[HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0
[HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0
[HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0)
[HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0)
[HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0
[HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1
// Editmode props
[HideInInspector] _QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _FlipbookMode("flipbook", Float) = 0
[HideInInspector] _Mode("mode", Float) = 0
[HideInInspector] _Color("color", Color) = (1,1,1,1)
}
SubShader
{
Tags{"RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline"}
// ------------------------------------------------------------------
// Forward pass.
Pass
{
Name "ForwardLit"
BlendOp[_BlendOp]
Blend[_SrcBlend][_DstBlend]
ZWrite[_ZWrite]
Cull[_Cull]
ColorMask RGB
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local_fragment _EMISSION
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
#pragma shader_feature_local _SOFTPARTICLES_ON
#pragma shader_feature_local _FADING_ON
#pragma shader_feature_local _DISTORTION_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleUnlit
#pragma fragment fragParticleUnlit
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene view outline pass.
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode" = "SceneSelectionPass" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleSceneHighlight
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
// ------------------------------------------------------------------
// Scene picking buffer pass.
Pass
{
Name "ScenePickingPass"
Tags{ "LightMode" = "Picking" }
BlendOp Add
Blend One Zero
ZWrite On
Cull Off
HLSLPROGRAM
#define PARTICLES_EDITOR_META_PASS
#pragma target 2.0
// -------------------------------------
// Particle Keywords
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local _FLIPBOOKBLENDING_ON
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_instancing
#pragma instancing_options procedural:ParticleInstancingSetup
#pragma vertex vertParticleEditor
#pragma fragment fragParticleScenePicking
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"
ENDHLSL
}
}
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesUnlitShader"
}

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#ifndef UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
{
output = (InputData)0;
output.positionWS = input.positionWS.xyz;
#ifdef _NORMALMAP
half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
output.normalWS = TransformTangentToWorld(normalTS,
half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
#else
half3 viewDirWS = input.viewDirWS;
output.normalWS = input.normalWS;
#endif
output.normalWS = NormalizeNormalPerPixel(output.normalWS);
#if SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
output.viewDirectionWS = viewDirWS;
output.fogCoord = (half)input.positionWS.w;
output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
output.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.clipPos);
output.shadowMask = half4(1, 1, 1, 1);
}
///////////////////////////////////////////////////////////////////////////////
// Vertex and Fragment functions //
///////////////////////////////////////////////////////////////////////////////
VaryingsParticle vertParticleUnlit(AttributesParticle input)
{
VaryingsParticle output = (VaryingsParticle)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
// position ws is used to compute eye depth in vertFading
output.positionWS.xyz = vertexInput.positionWS;
output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z);
output.clipPos = vertexInput.positionCS;
output.color = GetParticleColor(input.color);
half3 viewDirWS = GetWorldSpaceViewDir(vertexInput.positionWS);
#if !SHADER_HINT_NICE_QUALITY
viewDirWS = SafeNormalize(viewDirWS);
#endif
#ifdef _NORMALMAP
output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
#else
output.normalWS = normalInput.normalWS;
output.viewDirWS = viewDirWS;
#endif
#if defined(_FLIPBOOKBLENDING_ON)
#if defined(UNITY_PARTICLE_INSTANCING_ENABLED)
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords.xyxy, 0.0);
#else
GetParticleTexcoords(output.texcoord, output.texcoord2AndBlend, input.texcoords, input.texcoordBlend);
#endif
#else
GetParticleTexcoords(output.texcoord, input.texcoords.xy);
#endif
#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
output.projectedPosition = vertexInput.positionNDC;
#endif
return output;
}
half4 fragParticleUnlit(VaryingsParticle input) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(input);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
ParticleParams particleParams;
InitParticleParams(input, particleParams);
half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), particleParams);
half3 normalTS = SampleNormalTS(particleParams.uv, particleParams.blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
#if defined (_DISTORTION_ON)
albedo.rgb = Distortion(albedo, normalTS, _DistortionStrengthScaled, _DistortionBlend, particleParams.projectedPosition);
#endif
#if defined(_EMISSION)
half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), particleParams.uv, particleParams.blendUv).rgb * _EmissionColor.rgb;
#else
half3 emission = half3(0, 0, 0);
#endif
half3 result = albedo.rgb + emission;
half fogFactor = input.positionWS.w;
result = MixFog(result, fogFactor);
albedo.a = OutputAlpha(albedo.a, _Surface);
return half4(result, albedo.a);
}
#endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED

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#ifndef UNIVERSAL_PARTICLES_UNLIT_INPUT_INCLUDED
#define UNIVERSAL_PARTICLES_UNLIT_INPUT_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
float4 _SoftParticleFadeParams;
float4 _CameraFadeParams;
float4 _BaseMap_ST;
half4 _BaseColor;
half4 _EmissionColor;
half4 _BaseColorAddSubDiff;
half _Cutoff;
half _DistortionStrengthScaled;
half _DistortionBlend;
half _Surface;
CBUFFER_END
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
#define CAMERA_NEAR_FADE _CameraFadeParams.x
#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap))
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
// No distortion Support
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#if defined (_COLORADDSUBDIFF_ON)
colorAddSubDiff = _BaseColorAddSubDiff;
#endif
albedo = MixParticleColor(albedo, particleColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
albedo.rgb = AlphaModulate(albedo.rgb, albedo.a);
#if defined(_SOFTPARTICLES_ON)
albedo = SOFT_PARTICLE_MUL_ALBEDO(albedo, SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition));
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
#endif
return albedo;
}
half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params)
{
half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor;
// No distortion Support
#if defined (_COLORADDSUBDIFF_ON)
half4 colorAddSubDiff = _BaseColorAddSubDiff;
#else
half4 colorAddSubDiff = half4(0, 0, 0, 0);
#endif
albedo = MixParticleColor(albedo, params.vertexColor, colorAddSubDiff);
AlphaDiscard(albedo.a, _Cutoff);
albedo.rgb = AlphaModulate(albedo.rgb, albedo.a);
#if defined(_SOFTPARTICLES_ON)
albedo = SOFT_PARTICLE_MUL_ALBEDO(albedo, SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params));
#endif
#if defined(_FADING_ON)
ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition);
#endif
return albedo;
}
#endif // UNIVERSAL_PARTICLES_PBR_INCLUDED