// ------------------------------------------ // No shadows Shader "Amazing Assets/Advanced Dissolve/Particles/Lit" { Properties { //[HideInInspector][CurvedWorldBendSettings] _CurvedWorldBendSettings("0|1|1", Vector) = (0, 0, 0, 0) [MainTexture] _BaseMap("Base Map", 2D) = "white" {} [MainColor] _BaseColor("Base Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 _MetallicGlossMap("Metallic Map", 2D) = "white" {} [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 _BumpScale("Scale", Float) = 1.0 _BumpMap("Normal Map", 2D) = "bump" {} [HDR] _EmissionColor("Color", Color) = (0,0,0) _EmissionMap("Emission", 2D) = "white" {} [ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0 // ------------------------------------- // Particle specific _SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0 _SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0 _CameraNearFadeDistance("Camera Near Fade", Float) = 1.0 _CameraFarFadeDistance("Camera Far Fade", Float) = 2.0 _DistortionBlend("Distortion Blend", Range(0.0, 1.0)) = 0.5 _DistortionStrength("Distortion Strength", Float) = 1.0 // ------------------------------------- // Hidden properties - Generic _Surface("__surface", Float) = 0.0 _Blend("__mode", Float) = 0.0 _Cull("__cull", Float) = 2.0 [ToggleUI] _AlphaClip("__clip", Float) = 0.0 [HideInInspector] _BlendOp("__blendop", Float) = 0.0 [HideInInspector] _SrcBlend("__src", Float) = 1.0 [HideInInspector] _DstBlend("__dst", Float) = 0.0 [HideInInspector] _ZWrite("__zw", Float) = 1.0 // Particle specific _ColorMode("_ColorMode", Float) = 0.0 [HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0) [ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0 [ToggleUI] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0 [ToggleUI] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0 [ToggleUI] _DistortionEnabled("__distortionenabled", Float) = 0.0 [HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0) [HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0) [HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1 // Editmode props _QueueOffset("Queue offset", Float) = 0.0 // ObsoleteProperties [HideInInspector] _FlipbookMode("flipbook", Float) = 0 [HideInInspector] _Glossiness("gloss", Float) = 0 [HideInInspector] _Mode("mode", Float) = 0 [HideInInspector] _Color("color", Color) = (1,1,1,1) //Advanced Dissolve Properties Start//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Cutout [HideInInspector] _AdvancedDissolveCutoutStandardClip("", Range(0,1)) = 0.5 [HideInInspector] _AdvancedDissolveCutoutStandardMap1("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveCutoutStandardMap1Tiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap1Offset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap1Scroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap1Intensity("", Range(0, 1)) = 1 [HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap1Channel("", INT) = 3 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap1Invert("", INT) = 0 [HideInInspector] _AdvancedDissolveCutoutStandardMap2("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveCutoutStandardMap2Tiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap2Offset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap2Scroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap2Intensity("", Range(0, 1)) = 1 [HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap2Channel("", INT) = 3 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap2Invert("", INT) = 0 [HideInInspector] _AdvancedDissolveCutoutStandardMap3("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveCutoutStandardMap3Tiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap3Offset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap3Scroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutStandardMap3Intensity("", Range(0, 1)) = 1 [HideInInspector][Enum(Red, 0, Green, 1, Blue, 2, Alpha, 3)] _AdvancedDissolveCutoutStandardMap3Channel("", INT) = 3 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardMap3Invert("", INT) = 0 [HideInInspector][Enum(Multiply, 0, Add, 1)] _AdvancedDissolveCutoutStandardMapsBlendType("", Float) = 0 [HideInInspector][Enum(World, 0, Local, 1)] _AdvancedDissolveCutoutStandardMapsTriplanarMappingSpace("", Float) = 0 [HideInInspector][Enum(Constant, 0, Camera Relative, 1)] _AdvancedDissolveCutoutStandardMapsScreenSpaceUVScale("", Float) = 0 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutStandardBaseInvert("", INT) = 0 //Geometric [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveCutoutGeometricInvert("", Float) = 0 [HideInInspector] _AdvancedDissolveCutoutGeometricNoise("", Float) = 0.1 [HideInInspector][Enum(X, 0, Y, 1, Z, 2)] _AdvancedDissolveCutoutGeometricXYZAxis("", Float) = 0 [HideInInspector][Enum(Linear, 0, Symmetrical, 1)] _AdvancedDissolveCutoutGeometricXYZStyle("", Float) = 0 [HideInInspector][Enum(World, 0, Local, 1)] _AdvancedDissolveCutoutGeometricXYZSpace("", Float) = 0 [HideInInspector] _AdvancedDissolveCutoutGeometricXYZRollout("", Float) = 0 [HideInInspector] _AdvancedDissolveCutoutGeometricXYZPosition("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveCutoutGeometric1Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric1Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric1Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric1Height("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric2Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric2Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric2Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric2Height("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric3Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric3Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric3Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric3Height("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric4Position("", Vector) = (0,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric4Normal("", Vector) = (1,0,0,0) [HideInInspector] _AdvancedDissolveCutoutGeometric4Radius("", Float) = 1 [HideInInspector] _AdvancedDissolveCutoutGeometric4Height("", Float) = 1 //Edge [HideInInspector] _AdvancedDissolveEdgeBaseWidthStandard("", Range(0,1)) = 0.1 [HideInInspector] _AdvancedDissolveEdgeBaseWidthGeometric("", Range(0,1)) = 0.1 [HideInInspector][Enum(Solid, 0, Smooth, 1, Smoother, 2)] _AdvancedDissolveEdgeBaseShape("", INT) = 0 [HideInInspector][AdvancedDissolveColorRGB] _AdvancedDissolveEdgeBaseColor("", Color) = (0,1,0,1) [HideInInspector] _AdvancedDissolveEdgeBaseColorTransparency("", Range(0, 1)) = 1 [HideInInspector][AdvancedDissolveExponental] _AdvancedDissolveEdgeBaseColorIntensity("", Vector) = (0, 0, 0, 0) [HideInInspector][AdvancedDissolveColorRGB] _AdvancedDissolveEdgeAdditionalColor("", color) = (1, 0, 0, 1) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorTransparency("", Range(0, 1)) = 1 [HideInInspector][AdvancedDissolveExponental] _AdvancedDissolveEdgeAdditionalColorIntensity("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMap("", 2D) = "white" { } [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapTiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapOffset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapScroll("", Vector) = (0, 0, 0, 0) [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveEdgeAdditionalColorMapReverse("", FLOAT) = 0 [HideInInspector] _AdvancedDissolveEdgeAdditionalColorMapMipmap("", Range(0, 10)) = 1 [HideInInspector] _AdvancedDissolveEdgeAdditionalColorPhaseOffset("", FLOAT) = 0 [HideInInspector] _AdvancedDissolveEdgeAdditionalColorAlphaOffset("", Range(-1, 1)) = 0 [HideInInspector][AdvancedDissolveToggleFloat] _AdvancedDissolveEdgeAdditionalColorClipInterpolation("", Float) = 0 [HideInInspector] _AdvancedDissolveEdgeUVDistortionMap("", 2D) = "black" { } [HideInInspector] _AdvancedDissolveEdgeUVDistortionMapTiling("", Vector) = (1, 1, 1, 0) [HideInInspector] _AdvancedDissolveEdgeUVDistortionMapOffset("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeUVDistortionMapScroll("", Vector) = (0, 0, 0, 0) [HideInInspector] _AdvancedDissolveEdgeUVDistortionStrength("", Float) = 0 [HideInInspector][AdvancedDissolvePositiveFloat] _AdvancedDissolveEdgeGIMetaPassMultiplier("", Float) = 1 //Keywords [HideInInspector][AdvancedDissolveKeywordState] _AdvancedDissolveKeywordState("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutStandardSource] _AdvancedDissolveKeywordCutoutStandardSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutStandardMappingType] _AdvancedDissolveKeywordCutoutStandardSourceMapsMappingType("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutGeometricType] _AdvancedDissolveKeywordCutoutGeometricType("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordCutoutGeometricCount] _AdvancedDissolveKeywordCutoutGeometricCount("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordEdgeBaseSource] _AdvancedDissolveKeywordEdgeBaseSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordEdgeAdditionalColorSource] _AdvancedDissolveKeywordEdgeAdditionalColorSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordEdgeUVDistortionSource] _AdvancedDissolveKeywordEdgeUVDistortionSource("", INT) = 0 [HideInInspector][AdvancedDissolveKeywordGlobalControlID] _AdvancedDissolveKeywordGlobalControlID("", INT) = 0 //BakedKeywords [HideInInspector] _AdvancedDissolveBakedKeywords("", Vector) = (0,0,0,0) //Advanced Dissolve Properties End//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// } HLSLINCLUDE //Particle shaders rely on "write" to CB syntax which is not supported by DXC #pragma never_use_dxc ENDHLSL SubShader { Tags { "RenderType" = "Opaque" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "Lit" } // ------------------------------------------------------------------ // Forward pass. Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "ForwardLit" Tags { "LightMode" = "UniversalForward" } BlendOp[_BlendOp] Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP // ------------------------------------- // Particle Keywords #pragma shader_feature_local _FLIPBOOKBLENDING_ON #pragma shader_feature_local _SOFTPARTICLES_ON #pragma shader_feature_local _FADING_ON #pragma shader_feature_local _DISTORTION_ON #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature_local_fragment _ _ALPHATEST_ON #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _CLUSTERED_RENDERING // ------------------------------------- // Unity defined keywords #pragma multi_compile_fog #pragma multi_compile_instancing #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma instancing_options procedural:ParticleInstancingSetup #pragma vertex ParticlesLitVertex #pragma fragment ParticlesLitFragment #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "../../cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 //Advanced Dissolve///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #include "../../cginc/Core.cginc" #include "AdvancedDissolveParticlesInput.hlsl" #include "AdvancedDissolveParticlesLitInput.hlsl" #include "AdvancedDissolveParticlesLitForwardPass.hlsl" ENDHLSL } // ------------------------------------------------------------------ // GBuffer pass. Pass { // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with // no LightMode tag are also rendered by Universal Render Pipeline Name "GBuffer" Tags{"LightMode" = "UniversalGBuffer"} ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma exclude_renderers gles #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature_local _NORMALMAP #pragma shader_feature_local_fragment _EMISSION #pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP #pragma shader_feature_local _RECEIVE_SHADOWS_OFF // ------------------------------------- // Particle Keywords //#pragma shader_feature _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON #pragma shader_feature_local _FLIPBOOKBLENDING_ON //#pragma shader_feature _SOFTPARTICLES_ON //#pragma shader_feature _FADING_ON //#pragma shader_feature _DISTORTION_ON // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN //#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS //#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED // ------------------------------------- // Unity defined keywords #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #pragma vertex ParticlesGBufferVertex #pragma fragment ParticlesGBufferFragment #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "../../cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 //Advanced Dissolve///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #include "../../cginc/Core.cginc" #include "AdvancedDissolveParticlesInput.hlsl" #include "AdvancedDissolveParticlesLitInput.hlsl" #include "AdvancedDissolveParticlesLitGbufferPass.hlsl" ENDHLSL } // ------------------------------------------------------------------ // Depth Only pass. Pass { Name "DepthOnly" Tags{"LightMode" = "DepthOnly"} ZWrite On ColorMask 0 Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature_local _ _ALPHATEST_ON #pragma shader_feature_local _ _FLIPBOOKBLENDING_ON #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON // ------------------------------------- // Unity defined keywords #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #pragma vertex DepthOnlyVertex #pragma fragment DepthOnlyFragment #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "../../cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 //Advanced Dissolve///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #include "../../cginc/Core.cginc" #include "AdvancedDissolveParticlesInput.hlsl" #include "AdvancedDissolveParticlesLitInput.hlsl" #include "AdvancedDissolveParticlesDepthOnlyPass.hlsl" ENDHLSL } // This pass is used when drawing to a _CameraNormalsTexture texture Pass { Name "DepthNormals" Tags{"LightMode" = "DepthNormals"} ZWrite On Cull[_Cull] HLSLPROGRAM #pragma target 2.0 // ------------------------------------- // Material Keywords #pragma shader_feature_local _ _NORMALMAP #pragma shader_feature_local _ _FLIPBOOKBLENDING_ON #pragma shader_feature_local _ _ALPHATEST_ON #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON // ------------------------------------- // Unity defined keywords #pragma multi_compile_instancing #pragma instancing_options procedural:ParticleInstancingSetup #pragma vertex DepthNormalsVertex #pragma fragment DepthNormalsFragment #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "../../cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 //Advanced Dissolve///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #include "../../cginc/Core.cginc" #include "AdvancedDissolveParticlesInput.hlsl" #include "AdvancedDissolveParticlesLitInput.hlsl" #include "AdvancedDissolveParticlesDepthNormalsPass.hlsl" ENDHLSL } Pass { Name "Universal2D" Tags{ "LightMode" = "Universal2D" } Blend[_SrcBlend][_DstBlend] ZWrite[_ZWrite] Cull[_Cull] HLSLPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAPREMULTIPLY_ON #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" //#define CURVEDWORLD_BEND_TYPE_CLASSICRUNNER_X_POSITIVE //#define CURVEDWORLD_BEND_ID_1 //#pragma shader_feature_local CURVEDWORLD_DISABLED_ON //#pragma shader_feature_local CURVEDWORLD_NORMAL_TRANSFORMATION_ON //#include "Assets/Amazing Assets/Curved World/Shaders/Core/CurvedWorldTransform.cginc" //Advanced Dissolve Keywords Start/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #pragma shader_feature_local _AD_STATE_ENABLED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_BASE_ALPHA _AD_CUTOUT_STANDARD_SOURCE_CUSTOM_MAP _AD_CUTOUT_STANDARD_SOURCE_TWO_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_THREE_CUSTOM_MAPS _AD_CUTOUT_STANDARD_SOURCE_USER_DEFINED #pragma shader_feature_local _ _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_TRIPLANAR _AD_CUTOUT_STANDARD_SOURCE_MAPS_MAPPING_TYPE_SCREEN_SPACE #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_TYPE_XYZ _AD_CUTOUT_GEOMETRIC_TYPE_PLANE _AD_CUTOUT_GEOMETRIC_TYPE_SPHERE _AD_CUTOUT_GEOMETRIC_TYPE_CUBE _AD_CUTOUT_GEOMETRIC_TYPE_CAPSULE _AD_CUTOUT_GEOMETRIC_TYPE_CONE_SMOOTH #pragma shader_feature_local _ _AD_CUTOUT_GEOMETRIC_COUNT_TWO _AD_CUTOUT_GEOMETRIC_COUNT_THREE _AD_CUTOUT_GEOMETRIC_COUNT_FOUR #pragma shader_feature_local _ _AD_EDGE_BASE_SOURCE_CUTOUT_STANDARD _AD_EDGE_BASE_SOURCE_CUTOUT_GEOMETRIC _AD_EDGE_BASE_SOURCE_ALL #pragma shader_feature_local _ _AD_EDGE_ADDITIONAL_COLOR_BASE_COLOR _AD_EDGE_ADDITIONAL_COLOR_CUSTOM_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_MAP _AD_EDGE_ADDITIONAL_COLOR_GRADIENT_COLOR _AD_EDGE_ADDITIONAL_COLOR_USER_DEFINED #pragma shader_feature_local _AD_EDGE_UV_DISTORTION_SOURCE_CUSTOM_MAP #pragma shader_feature_local _ _AD_GLOBAL_CONTROL_ID_ONE _AD_GLOBAL_CONTROL_ID_TWO _AD_GLOBAL_CONTROL_ID_THREE _AD_GLOBAL_CONTROL_ID_FOUR //Advanced Dissolve Keywords End///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #define ADVANCED_DISSOLVE_UNIVERSAL_RENDER_PIPELINE #include "../../cginc/Defines.cginc" ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 //Advanced Dissolve///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #include "../../cginc/Core.cginc" #include "../AdvancedDissolveUnlitInput.hlsl" #include "../AdvancedDissolveUniversal2D.hlsl" ENDHLSL } } Fallback "Amazing Assets/Advanced Dissolve/Particles/Simple Lit" CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.AdvancedDissolve_ParticlesLitShader" }