118 lines
3.8 KiB
HLSL
118 lines
3.8 KiB
HLSL
#ifndef UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED
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#define UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED
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//Lines below are moved to the main shader file
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//#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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//#include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesInput.hlsl"
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//// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
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//CBUFFER_START(UnityPerMaterial)
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// float4 _SoftParticleFadeParams;
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// float4 _CameraFadeParams;
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// float4 _BaseMap_ST;
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// half4 _BaseColor;
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// half4 _EmissionColor;
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// half4 _BaseColorAddSubDiff;
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// half4 _SpecColor;
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// half _Cutoff;
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// half _Smoothness;
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// half _DistortionStrengthScaled;
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// half _DistortionBlend;
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// half _Surface;
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//CBUFFER_END
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
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TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap);
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#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x
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#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y
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#define CAMERA_NEAR_FADE _CameraFadeParams.x
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#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y
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#define _BumpScale 1.0
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half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), float4 cutoutSource)
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{
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color;
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half4 colorAddSubDiff = half4(0, 0, 0, 0);
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#if defined (_COLORADDSUBDIFF_ON)
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colorAddSubDiff = _BaseColorAddSubDiff;
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#endif
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albedo = MixParticleColor(albedo, half4(particleColor), colorAddSubDiff);
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float cutout = _Cutoff;
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//Advanced Dissolve/////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED) && defined(_ALPHATEST_ON)
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AdvancedDissolveCalculateAlphaAndClip(cutoutSource, albedo.a, cutout);
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#endif
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AlphaDiscard(albedo.a, cutout);
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#if defined(_SOFTPARTICLES_ON)
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ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition);
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#endif
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#if defined(_FADING_ON)
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ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition);
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#endif
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return albedo;
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}
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half4 SampleAlbedo(TEXTURE2D_PARAM(albedoMap, sampler_albedoMap), ParticleParams params, float4 cutoutSource)
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{
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half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), params.uv, params.blendUv) * params.baseColor;
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half4 colorAddSubDiff = half4(0, 0, 0, 0);
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#if defined (_COLORADDSUBDIFF_ON)
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colorAddSubDiff = _BaseColorAddSubDiff;
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#endif
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albedo = MixParticleColor(albedo, half4(params.vertexColor), colorAddSubDiff);
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float cutout = _Cutoff;
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//Advanced Dissolve/////////////////////////////////////////
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#if defined(_AD_STATE_ENABLED) && defined(_ALPHATEST_ON)
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AdvancedDissolveCalculateAlphaAndClip(cutoutSource, albedo.a, cutout);
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#endif
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AlphaDiscard(albedo.a, cutout);
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#if defined(_SOFTPARTICLES_ON)
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ALBEDO_MUL *= SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, params);
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#endif
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#if defined(_FADING_ON)
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ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, params.projectedPosition);
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#endif
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return albedo;
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}
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half4 SampleSpecularSmoothness(float2 uv, float3 blendUv, half alpha, half4 specColor, TEXTURE2D_PARAM(specGlossMap, sampler_specGlossMap))
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{
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half4 specularGloss = half4(0, 0, 0, 1);
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#ifdef _SPECGLOSSMAP
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specularGloss = BlendTexture(TEXTURE2D_ARGS(specGlossMap, sampler_specGlossMap), uv, blendUv);
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#elif defined(_SPECULAR_COLOR)
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specularGloss = specColor;
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#endif
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#ifdef _GLOSSINESS_FROM_BASE_ALPHA
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specularGloss.a = alpha;
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#endif
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return specularGloss;
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}
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#endif // UNIVERSAL_PARTICLES_SIMPLE_LIT_INPUT_INCLUDED
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