197 lines
6.6 KiB
HLSL
197 lines
6.6 KiB
HLSL
#ifndef UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED
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#define UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl"
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struct AttributesParticle
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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half4 color : COLOR;
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#if defined(_FLIPBOOKBLENDING_ON) && !defined(UNITY_PARTICLE_INSTANCING_ENABLED)
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float4 texcoords : TEXCOORD0;
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float texcoordBlend : TEXCOORD1;
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#else
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float2 texcoords : TEXCOORD0;
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#endif
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float4 tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VaryingsParticle
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{
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half4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 positionWS : TEXCOORD1;
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#ifdef _NORMALMAP
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float4 normalWS : TEXCOORD2; // xyz: normal, w: viewDir.x
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float4 tangentWS : TEXCOORD3; // xyz: tangent, w: viewDir.y
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float4 bitangentWS : TEXCOORD4; // xyz: bitangent, w: viewDir.z
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#else
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float3 normalWS : TEXCOORD2;
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float3 viewDirWS : TEXCOORD3;
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#endif
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#if defined(_FLIPBOOKBLENDING_ON)
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float3 texcoord2AndBlend : TEXCOORD5;
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#endif
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#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
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float4 projectedPosition : TEXCOORD6;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD7;
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#endif
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float3 vertexSH : TEXCOORD8; // SH
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float4 clipPos : SV_POSITION;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output)
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{
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output = (InputData)0;
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output.positionWS = input.positionWS.xyz;
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#ifdef _NORMALMAP
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half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w);
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output.normalWS = TransformTangentToWorld(normalTS,
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half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz));
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#else
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half3 viewDirWS = input.viewDirWS;
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output.normalWS = input.normalWS;
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#endif
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output.normalWS = NormalizeNormalPerPixel(output.normalWS);
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#if SHADER_HINT_NICE_QUALITY
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viewDirWS = SafeNormalize(viewDirWS);
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#endif
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output.viewDirectionWS = viewDirWS;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = input.shadowCoord;
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#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
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output.shadowCoord = TransformWorldToShadowCoord(output.positionWS);
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#else
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output.shadowCoord = float4(0, 0, 0, 0);
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#endif
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output.fogCoord = (half)input.positionWS.w;
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output.vertexLighting = half3(0.0h, 0.0h, 0.0h);
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output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertex and Fragment functions //
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///////////////////////////////////////////////////////////////////////////////
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VaryingsParticle ParticlesLitVertex(AttributesParticle input)
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{
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VaryingsParticle output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if defined(CURVEDWORLD_IS_INSTALLED) && !defined(CURVEDWORLD_DISABLED_ON)
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#ifdef CURVEDWORLD_NORMAL_TRANSFORMATION_ON
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CURVEDWORLD_TRANSFORM_VERTEX_AND_NORMAL(input.vertex, input.normal, input.tangent)
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#else
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CURVEDWORLD_TRANSFORM_VERTEX(input.vertex)
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#endif
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#endif
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VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz);
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VertexNormalInputs normalInput = GetVertexNormalInputs(input.normal, input.tangent);
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half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS;
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#if !SHADER_HINT_NICE_QUALITY
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viewDirWS = SafeNormalize(viewDirWS);
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#endif
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#ifdef _NORMALMAP
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output.normalWS = half4(normalInput.normalWS, viewDirWS.x);
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output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y);
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output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z);
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#else
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output.normalWS = normalInput.normalWS;
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output.viewDirWS = viewDirWS;
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#endif
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OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
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output.positionWS.xyz = vertexInput.positionWS.xyz;
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output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z);
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output.clipPos = vertexInput.positionCS;
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output.color = input.color;
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output.texcoord = input.texcoords.xy;
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#ifdef _FLIPBOOKBLENDING_ON
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output.texcoord2AndBlend.xy = input.texcoords.zw;
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output.texcoord2AndBlend.z = input.texcoordBlend;
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#endif
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#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
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output.projectedPosition = ComputeScreenPos(vertexInput.positionCS);
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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output.shadowCoord = GetShadowCoord(vertexInput);
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#endif
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return output;
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}
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half4 ParticlesLitFragment(VaryingsParticle input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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float2 uv = input.texcoord;
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float3 blendUv = float3(0, 0, 0);
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#if defined(_FLIPBOOKBLENDING_ON)
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blendUv = input.texcoord2AndBlend;
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#endif
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float4 projectedPosition = float4(0,0,0,0);
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#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON)
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projectedPosition = input.projectedPosition;
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#endif
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half3 normalTS = SampleNormalTS(uv, blendUv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap));
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half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, input.color, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap));
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half3 diffuse = AlphaModulate(albedo.rgb, albedo.a);
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half alpha = albedo.a;
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#if defined(_EMISSION)
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half3 emission = BlendTexture(TEXTURE2D_ARGS(_EmissionMap, sampler_EmissionMap), uv, blendUv) * _EmissionColor.rgb;
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#else
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half3 emission = half3(0, 0, 0);
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#endif
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half4 specularGloss = SampleSpecularSmoothness(uv, blendUv, albedo.a, _SpecColor, TEXTURE2D_ARGS(_SpecGlossMap, sampler_SpecGlossMap));
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half shininess = specularGloss.a;
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#if defined(_DISTORTION_ON)
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diffuse = Distortion(half4(diffuse, alpha), normalTS, _DistortionStrengthScaled, _DistortionBlend, projectedPosition);
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#endif
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InputData inputData;
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InitializeInputData(input, normalTS, inputData);
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half4 color = UniversalFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
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color.rgb = MixFog(color.rgb, inputData.fogCoord);
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color.a = OutputAlpha(color.a, _Surface);
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return color;
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}
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#endif // UNIVERSAL_PARTICLES_FORWARD_SIMPLE_LIT_PASS_INCLUDED
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