#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