#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