#ifndef UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED #define UNIVERSAL_PARTICLES_SIMPLE_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; // 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 #define _BumpScale 1.0 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 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 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; } half4 SampleSpecularSmoothness(float2 uv, float3 blendUv, half alpha, half4 specColor, TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap)) { half4 specularGloss = half4(0, 0, 0, 1); #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 return specularGloss; } #endif // UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED