Shader "Universal Render Pipeline/Particles/Unlit"
{
    Properties
    {
        [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
        _BumpMap("Normal Map", 2D) = "bump" {}
        [HDR] _EmissionColor("Color", Color) = (0,0,0)
        _EmissionMap("Emission", 2D) = "white" {}

        // -------------------------------------
        // 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] _Mode("mode", Float) = 0
        [HideInInspector] _Color("color", Color) = (1,1,1,1)
    }

    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"}

        // ------------------------------------------------------------------
        //  Forward pass.
        Pass
        {
            Name "ForwardLit"

            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_fragment _EMISSION

            // -------------------------------------
            // 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 _ALPHATEST_ON
            #pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
            #pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
            #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fog
            #pragma multi_compile_instancing
            #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
            #pragma multi_compile_fragment _ DEBUG_DISPLAY
            #pragma instancing_options procedural:ParticleInstancingSetup

            #pragma vertex vertParticleUnlit
            #pragma fragment fragParticleUnlit

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitForwardPass.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/Shaders/Particles/ParticlesUnlitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthOnlyPass.hlsl"
            ENDHLSL
        }
        // This pass is used when drawing to a _CameraNormalsTexture texture with the forward renderer or the depthNormal prepass with the deferred renderer.
        Pass
        {
            Name "DepthNormalsOnly"
            Tags{"LightMode" = "DepthNormalsOnly"}

            ZWrite On
            Cull[_Cull]

            HLSLPROGRAM
            #pragma exclude_renderers gles gles3 glcore
            #pragma target 4.5

            #pragma vertex DepthNormalsVertex
            #pragma fragment DepthNormalsFragment

            // -------------------------------------
            // Material Keywords
            #pragma shader_feature_local _ _NORMALMAP
            #pragma shader_feature_local _ _ALPHATEST_ON
            #pragma shader_feature_local_fragment _ _COLOROVERLAY_ON _COLORCOLOR_ON _COLORADDSUBDIFF_ON

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT // forward-only variant

            //--------------------------------------
            // GPU Instancing
            #pragma multi_compile_instancing
            #pragma multi_compile _ DOTS_INSTANCING_ON

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl"
            ENDHLSL
        }
        // ------------------------------------------------------------------
        //  Scene view outline pass.
        Pass
        {
            Name "SceneSelectionPass"
            Tags { "LightMode" = "SceneSelectionPass" }

            BlendOp Add
            Blend One Zero
            ZWrite On
            Cull Off

            HLSLPROGRAM
            #define PARTICLES_EDITOR_META_PASS
            #pragma target 2.0

            // -------------------------------------
            // Particle Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local _FLIPBOOKBLENDING_ON

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_instancing
            #pragma instancing_options procedural:ParticleInstancingSetup

            #pragma vertex vertParticleEditor
            #pragma fragment fragParticleSceneHighlight

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"

            ENDHLSL
        }

        // ------------------------------------------------------------------
        //  Scene picking buffer pass.
        Pass
        {
            Name "ScenePickingPass"
            Tags{ "LightMode" = "Picking" }

            BlendOp Add
            Blend One Zero
            ZWrite On
            Cull Off

            HLSLPROGRAM
            #define PARTICLES_EDITOR_META_PASS
            #pragma target 2.0

            // -------------------------------------
            // Particle Keywords
            #pragma shader_feature_local_fragment _ALPHATEST_ON
            #pragma shader_feature_local _FLIPBOOKBLENDING_ON

            // -------------------------------------
            // Unity defined keywords
            #pragma multi_compile_instancing
            #pragma instancing_options procedural:ParticleInstancingSetup

            #pragma vertex vertParticleEditor
            #pragma fragment fragParticleScenePicking

            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl"
            #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesEditorPass.hlsl"

            ENDHLSL
        }
    }

    FallBack "Hidden/Universal Render Pipeline/FallbackError"
    CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.ParticlesUnlitShader"
}