#ifndef UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED #define UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED //Lines below are moved to the main shader file //#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), float4 cutoutSource) { 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, half4(particleColor), colorAddSubDiff); float cutout = _Cutoff; //Advanced Dissolve///////////////////////////////////////// #if defined(_AD_STATE_ENABLED) && defined(_ALPHATEST_ON) AdvancedDissolveCalculateAlphaAndClip(cutoutSource, albedo.a, cutout); #endif AlphaDiscard(albedo.a, cutout); #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, float4 cutoutSource) { 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, half4(params.vertexColor), colorAddSubDiff); float cutout = _Cutoff; //Advanced Dissolve///////////////////////////////////////// #if defined(_AD_STATE_ENABLED) && defined(_ALPHATEST_ON) AdvancedDissolveCalculateAlphaAndClip(cutoutSource, albedo.a, cutout); #endif AlphaDiscard(albedo.a, cutout); #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, float4 cutoutSource) { half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, particleColor, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), cutoutSource); #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 = half(0.0); outSurfaceData.clearCoatSmoothness = half(1.0); } inline void InitializeParticleLitSurfaceData(ParticleParams params, out SurfaceData outSurfaceData, float4 cutoutSource) { half4 albedo = SampleAlbedo(TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap), params, cutoutSource); #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 = half(0.0); outSurfaceData.clearCoatSmoothness = half(1.0); } #endif // UNIVERSAL_PARTICLES_LIT_INPUT_INCLUDED