rabidus-test/Assets/Amazing Assets/Curved World/Shaders/Custom/Particles/ParticlesLitForwardPass.hlsl

187 lines
6.0 KiB
HLSL
Raw Normal View History

2023-10-02 19:12:35 +03:00
#ifndef UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED
#define UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
struct AttributesParticle
{
float4 vertex : POSITION;
float3 normal : NORMAL;
half4 color : COLOR;
#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
float4 texcoords : TEXCOORD0;
float texcoordBlend : TEXCOORD1;
#else
float2 texcoords : TEXCOORD0;
#endif
float4 tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VaryingsParticle
{
half4 color : COLOR;
float2 texcoord : TEXCOORD0;
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(_FLIPBOOKBLENDING_ON)
float3 texcoord2AndBlend : TEXCOORD5;
#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
float4 clipPos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
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);
}
///////////////////////////////////////////////////////////////////////////////
// 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);
#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.vertex, input.normal, input.tangent)
#else
CURVEDWORLD_TRANSFORM_VERTEX(input.vertex)
#endif
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
half3 viewDirWS = GetCameraPositionWS() - 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 = input.color;
output.texcoord = input.texcoords.xy;
#ifdef _FLIPBOOKBLENDING_ON
output.texcoord2AndBlend.xy = input.texcoords.zw;
output.texcoord2AndBlend.z = input.texcoordBlend;
#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);
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);
half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo,
surfaceData.metallic, half3(0, 0, 0), surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha);
color.rgb = MixFog(color.rgb, inputData.fogCoord);
color.a = OutputAlpha(color.a, _Surface);
return color;
}
#endif // UNIVERSAL_PARTICLES_FORWARD_LIT_PASS_INCLUDED